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I want to have a garment, previously created in another program and imported into Blender as an Alembic, affect and deform the mesh of a character in some places:

Some parts of the tank top and the armband are to influence the body, to simulate a tight fit:

enter image description here

I think there must be some "magic trick" here, right?

What is the best way to solve this and what possibilities do I have with modifiers in Blender?


Reduced to the essential part, one could also take the following example:

Suppose I have a cylinder (the finger) and a torus (the ring), and I want the torus to compress the cylinder.

enter image description here


Bonus (but I'll probably have to discuss that in more detail in another question, but mention it anyway because it's the same issue, just with animation):
Is there a solution/technique that can also work reliably in an animation?

enter image description here

Please understand that I can't share this file with the character here, because it has a size of ~30GB including animation...

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Although i don't understand why the master of geometry nodes hasn't the idea to use geometry nodes here...

but here is my proposal:

enter image description here

You get better results with more subdivisions and you could of course fine tune this with float curves instead of map range (but i think i don't have to tell you that because you know geometry nodes pretty well ;))

here an example with some more subdivisions and smoother step in the map range node:

enter image description here

I didn't flatten the torus....on the inside...so there is still room for improvement ;)

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    $\begingroup$ "master of geometry" ...coming from you, that's special praise! ;-) But I'm still not sure if I can use GNs in this specific case (The character and the garment). But your answer definitely solves the simplified example, +1 for that ...I'm looking into this more, and still looking for a solution that might work with modifiers for such a complex mesh. Thanks a lot! $\endgroup$
    – quellenform
    Commented Apr 15, 2022 at 19:33
  • $\begingroup$ Sorry for the late feedback to your answer. You're right, I can't find a better solution for this task either, although I'm not entirely happy about it. It actually works quite well for simple shapes, but complex meshes can be quite tricky. Anyway: answer accepted as solution! Thanks! $\endgroup$
    – quellenform
    Commented Jul 6, 2022 at 12:57

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