Garment Support: How does it work?
What is Garment Support and how does it work?
Credit goes to psiberx (discord post with initial explanation of the algorithm) and IslandDancer for providing screenshots and know-how
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:

How it looks if it's broken

The algorithm
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
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-1970
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