Garment Support: How does it work?

What is Garment Support and how does it work?


This page will teach you how garmentSupport works โ€“ 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.

Wait, that's not what I want!

Using garment support

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

What is garment support?

The engine morphs garments to avoid clipping โ€” 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:

Component prefixes

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:




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)


Head inner (mask, sunglasses)


Head outer (helmet, bandana)


Torso inner (shirts)


Torso outer (jackets, coats...)




legs (pants that aren't leggins)

How it looks if it's broken

The algorithm

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:

s0 = 0    // no prefix will also be 0
l0 = 10
a0 = 20
t0 = 30
h0 = 40
s1 = 50
l1 = 60
t1 = 70
i1 = 80
hh = 90
h1 = 100
h2 = 110
t2 = 120

After considering the component name, the game will consider the tags in the .ent's visualTagSchema:

PlayerBodyPart = -2000
Tight = -1000
Normal = 0
Large = +1000
XLarge = +2000

An example for t0_000_pma_base__full (the default body component, torso+legs):

+30          prefix: t0_
-2000        visualTag: PlayerBodyPart


Editing Garment Support Parameters In Blender

based on experimental research by revenantFun

In a given mesh, garment support is handled by two color attributes: _GarmentSupportWeight and _GarmentSupportCap. In Blender, these are found in the Data panel under Color Attributes. Each submesh in your mesh will have to have these two attributes plus a third attribute, Col, which will be plain black (empty) in almost all cases. All three of these color attributes must also be in the format Face Corner > Byte Color in order for the exporter to write them correctly.

If you are working with a mesh that already has garment support - such as when editing vanilla items - your initial parameters will look a little different. This is because the above parameters are your "working" state; Blender turns these into a different format on export. If you pop open a vanilla mesh in Blender for the first time, you're actually looking at a "finalized" state for garment support, and your color attributes will look like this:

This is normal and expected, but it's also not the right state for you to start playing around with. Simply remove the top two attributes (the two Vertex Color attributes labelled in all caps) by clicking each one and then clicking the small 'minus' button on the right hand side. Then rename the bottom two attributes by adding an underscore to the front of their label.

This will make them match the appropriate format that the export function will expect. It's crucial to repeat this process for every submesh in your garment, or your attributes will not get written correctly on export and nothing will behave the way you expect or want it to.

If all you're doing is trying to preserve existing garment support before doing some light editing or refits on vanilla garments, you can stop right here! You can get to work and, when you're ready to export, the initial functionality will be preserved.

If you're making a brand new item and making your garment support from scratch, however, you'll need to keep reading to find out how these parameters should look.

Painting Your Parameters

Garment support color attributes are edited in Vertex Paint mode in the viewport.


_GarmentSupportWeightis the color attribute that affects how the mesh will behave when it is layered with other garments. The only two colors in use for these attributes in the vanilla files are pure red (0,1,1) and pure black (0,0,0). If a garment has a very simple weighting, it will often be completely red; otherwise, it may be largely red towards the outer edges, with black towards the center of mass. Black appears to correspond to areas that will "crumple" more, or be more deformed when necessary, but you can experiment with this; if you're making a simple top, for example, a flat red layer will work perfectly fine. A flat black layer may work, but will sometimes clip or deform more than you might want.


_GarmentSupportCap determines stopping points for the deformation effects of garment support. Like _GarmentSupportWeight, it is painted only with red and black. However, for your caps, you are only painting red those areas of the mesh that will either

a) directly intersect with the body, such as the ends of sleeves, legs, the bottom of a shirt, the opening of a turtleneck, etc


b) sit right next to the skin, or next to some other garment layer that should not be deformed or morphed, such as in the case of a tight-fitting shirt, or the lapels of an open jacket where it will visibly overlap a garment beneath.

The function of the cap is to provide limits, so if nothing is painted on the cap attribute (e.g. it is left flat black) every part of your mesh will exert a clipping/tucking/etc force on things beneath it. This is fine for simple garments! If there are no particularly important stopping points on your mesh, such as a simple tank-top that doesn't have a solid mesh face closing off the bottom/top of the garment, your _GarmentSupportCap layer can be flat black. Otherwise, you need to paint red those parts which either cut straight through the body or butt right up against other items.

If this step is skipped, you can have unexpected clipping, but nothing will break. If your mesh seems like it's being too aggressive when you layer it over other things, and leaving holes in whatever you're trying to layer under it, try painting more of the inside faces red.

That all seems like a lot of work? Can I make this less worse somehow?

The simplest way to add functioning garment support to your custom item is to have a flat red _GarmentSupportWeight attribute, a flat black _GarmentSupportCap attribute, and a flat black Col attribute. Your mesh will export and, assuming you have the proper shapekeys, will morph in (more or less) the way you'd expect! The next page will outline this process step-by-step.

Every submesh of your garment must have these three attributes in order for garment support to function correctly - even submeshes that contain non-deformable things like accessories, buckles, chains, belts, etc.

Troubleshooting Garment Support

My garment support doesn't work with other items!

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:

Importing with Garment Support

If that doesn't work, you still have the option to re-create Garment support from scratch in Blender

Yeeting Garment Support

This wil prevent your garment from shrinking under other, "larger" garments, and practically guarantee that it clips.

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