I have a character model with tight clothing. I have transferred the weights from the base skin mesh to the clothing, and have also parented the clothing and base mesh to an armature, and have made a basic walking animation.
The armature uses bendy bones for the jiggle physics of her breasts. However, I'm not satisfied by the effect, and so in addition to that, have added two mesh deforming objects around the breasts and clothing, and attached a clothing modifier to the two objects for more complex physics:
I thought that this worked well, as when I ran the simulation in the viewport, any sort of clipping issues were well within acceptable levels:
However, when I went to render the animation, the end result was... really bad:
If I had gotten the same issue in both the render and the viewport, then I would think that my original strategy is just flat out wrong. However, the fact that the viewport shows good results makes me think that I'm on the right track, but that maybe just some settings need to be tweaked somewhere to get the proper results.
I don't really know where to look, however. I tried increasing the quality steps for the cloth simulation, but that resulted in only marginal improvement. Does anyone have any ideas for why the render doesn't match the viewport?