I've been tinkering with this same thing for a couple of weeks. By building overly large clothing figures in Wings3D, I've avoid the intersection problems. The image is one of the tests after re-importing the mesh. It works best if you build fairly low-poly meshes and use the CR2 method to make them into conforming figures. If you use Wings3D, you can take the .obj after posing, weld it and smooth it a couple of times to get nice flowing folds. In this case, I'd do another drape step after re-importing to get the mesh to sit better on the Poser figure.
The steps work like this:
- Create the mesh in Wings3D
- Slice it up into groups. I do this in Wings by assigning a material to each group then change the usemtl statements to g statements in a text editor. You could also create the groups in Poser.
- Run the mesh through UVMapper to set the mapping.
- Use QuickConform to convert the mesh to a figure.
- Set the fall-off zones.
- Conform the clothing and pose.
- Export the posed clothing to a new .obj. Re-import and drape. Export the draped .obj.
- Import the draped .obj to Wings to smooth. Export.
- Hide the clothing figure and import the smoothed prop.
- Drape again if desired and apply materials.
It seems like a lot of work but goes pretty fast after doing it a time or two. The biggest problem is making certain that pose is finalized before hand. Any changes
means having to pick up at step #7. Also, this works for static poses rather then animations.