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i am looking specifically for a non-physics approach to rigging clothing. i have a rigged character with a shirt and jeans, weights are directly copied from the body via Transfer Weights. I have attempted to use both shrinkwrap (nearest surface point + snap mode: outside) and subsurface deform modifiers so that the shirt behaves "correctly", but the jeans / butt pokes out in both uses. i think this is a feature of both modifiers rather than a bug. i have tried to use only the front of the shirt as a vertex group with some results, but this obviously means moving the leg backwards causes problems.

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i think i'm looking for "conditional movement" and as a complete novice my guess is to use something with constraint like a shape key? i don't know.. i also do not think hiding the mesh underneath is appropriate here, i am going to move the camera a lot.

blend file: https://blend-exchange.com/b/dPKqdere

thank you.

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It looks like adding topology (horizontal edge loops) will fix the problem:

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You could also create bones all around the bottom of your coat in order to precisely control it:

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  • $\begingroup$ ahh it's so obvious LOL. I am considering making lower-polygon models in the future, is this the only way out as well? regardless, thank you! $\endgroup$ Feb 29 at 12:01
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    $\begingroup$ You could also create bones all around the bottom of your coat in order to precisely control it $\endgroup$
    – moonboots
    Feb 29 at 12:37

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