I watching tutorials and how-to here and there and… I came across a question about clothes that need to adjust to a customizable body.
See a MMORPG character creator?
I see how to adjust a body through shape keys, morph targets and sliders.
I see how we can load body parts or clothes and adjust them.
I see how we can save a character.
But… how do we make clothes adjusting to a body customized by the user?
If the customized body is scaled, we can scale the skeleton and the clothes… but what if we use shape keys instead?
From what I see will doing 3D models, shape keys can be cause of glitchs if skeleton doesn’t fit to the customized mesh (ok it depends how far we go with meshes deformations).
How to deal with volume customizations that are not scale but shape deform? Do things will just go smooth with some kind of data transfer if the refence body and clothes match?
All objects need to use the same shape keys.
if you do things right you get a good/decent end result - Rockstar style.
however you will notice that they removed the getting fat or jacked features since San Andreas. Coincing with when they added in clothing swap (that isn’t a full mesh change). This is exactly the reason why.
It’s impossible not to cause clipping issues at all, which is below the quality threshold acceptable by them.
You can see similar systems working poorly in ■■■■ like ARK, where mesh deform can be pretty heavy and the end result of the clipping is hidden by other means.
Generally speaking, you solve most issues by deleting the mesh under the piece of clothing / building stuff exactly for each piece.
I create a shape key for the body.
I create a shape key for the clothes (trying to remain as accurate and close from the body they have to follow).
In UE, I use the same parameter -same “weight”/value- of shape key for both.
If value is, for example 0.3, the clothes will need/use the same value (or more exactly, need to follow properly with the same value).
You can also use the Bone Scaling Technique which will automatically scale any scene components {skeletal mesh, static mesh, collision/phat objects, etc} attached to the bone. This videodemonstrates this feature which may be useful for cloth physics vs rigid bodies physics collisions.