I haven’t seen anything causing the editor to freeze when editing clothing so that’s likely still happening, if you can reliably reproduce that I’d love to know the cause.
We’ll definitely have the ability to update the collisions for sure. That will be added to the clothing tools before the come out of experimental status.
As for latch groups, that will likely not be implemented initially. We unfortunately lost that feature when we moved away from using APEX render data as it’s not something that is exported into the resulting .apx/.apb. It was precalculated on export so we had no way to reproduce the data. Once we have our own tools however it is something we can look to bring back. It’s definitely on my list to investigate at some point in the future but I can’t say exactly when we’ll get that feature in our tools.
Ok, backstops… I’ve put together an image very quickly to attempt an explanation:
So, the black line is the skinned position of the mesh as if clothing was disabled. The dark green line is where the simulated clothing is in example. The bright green circles are the verts (the same vert on the sim and skinned mesh). The blue line is the vertex normal. You can see the black max distance sphere. is centered on the skinned vertex position, the simulated vert cannot leave sphere. The backstop radius is the size of the red sphere, and the backstop offset is the size of the magenta line. The vertex can never enter the red sphere. lets you add cheap collision to clothing by only allowing the vert to go infront of the skinned position (if the offset is zero) and not drop behind. You could use to keep a pair of jeans from going backwards through a leg for example.
Hopefully that explains it a little - let me know if it’s still confusing, it is a weird parameter!
Benn.