Garment Support: How does it work?

What is Garment Support and how does it work?

If garment supports are causing trouble for you, your easiest option is to delete the parameters from your mesh. For detail, see here.

If you want to include garment supports, check this guide by engres.

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.

Garment Support in action

This process is accomplished via 'parameters' on the mesh:

These will show up as shape keys in your Blender export

How it looks if it's broken

Often, you can salvage things by deleting the parameters in WolvenKit

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

Last updated

#386: Expand visual modding

Change request updated