Garment Support: How does it work?
What is Garment Support and how does it work?
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What is Garment Support and how does it work?
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This page will teach you how garmentSupport works – the system that Cyberpunk2077 uses to tuck pants into boots and shirts under jackets. It contains theory, which you don't need to understand to use the system.
Credit goes to psiberx (discord post with initial explanation of the algorithm), island dancer for providing screenshots and know-how, and Auska for making morphtarget/garmentSupport import able in Wolvenkit.
If you want to create garment support, check Garment support from scratch
If you want to use garment support in an existing mod, you only need to use Component prefixes
If your garment support is shrinking too far, check Painting garment support parameters
If you have other problems, see Troubleshooting Garment Support at the end of the page.
The engine morphs garments to avoid clipping — for example, if you equip a pair of boots and V's jeans no longer cover the shoes, but get tucked under.
This process is accomplished via 'parameters' on the mesh:
GarmentSupport only works on actual garment items that have been equipped using the game's transaction system. As of October 2024, that's not the case for NPCs. You'll have to go refitting!
Garment support will be applied based on garmentScore. For this, the prefix of the component name will be considered (components are named in your .app or .ent file's component array).
A high garment score means that the item is "on top", squishing anything worn "below". (See The algorithm for details.)
The prefixes are as follows:
h0_
t0_
s0_
l0_ ...
Any component with a 0 in its prefix will be treated like a body mesh (no deform/squishing of any meshes with x0_ prefixes across .ent files)
h1_
Head inner (mask, sunglasses)
h2_
Head outer (helmet, bandana)
t1_
Torso inner (shirts)
t2_
Torso outer (jackets, coats...)
s1_
Shoes
l1_
legs (pants that aren't leggins)
TL;DR: High garment score means "on top", items below will get squished.
Components with the same prefix in the same .ent file will not squish each other, e.g. l1_stockings
and l1_pants will not deform each other, but they will deform s1_socks
The game calculates the garment score by checking the prefix of component names, where the one with the lowest prefix is the innermost:
After considering the component name, the game will consider the tags in the .ent's visualTagSchema
:
An example for t0_000_pma_base__full
(the default body component, torso+legs):
Check Painting garment support parameters — paint it red, baby!
It's not doing that to spite you. Most likely, you have a non-unique component ID, and the game can't tell the two items apart. Here's how to resolve that:
If that doesn't work, you still have the option to re-create Garment support from scratch in Blender
This will prevent your garment from shrinking under other, "larger" garments, and practically guarantee that it clips.
Make sure that your mesh has the property checked (this should be default by now).
If you're fed up with this shit and just want your item to stop cosplaying as an exploding pixel cloud, you can use .