durf opened this issue on Jul 20, 2012 · 114 posts
Dale B posted Wed, 25 July 2012 at 6:22 AM
Well, conforming clothing is a hack based off of a bug found in P4; it was never intended, planned, or programmed. It just worked, and the community ran with it. Outside the poserverse, the usual method for a dressed character is to have the exposed bodyparts welded into a standalone mesh for the dressed bodyparts. Saves on polygon budget, and pokethrough never happens as there is nothing there -to- poke through.
The kind of simulation you're thinking of would be computationally intense. Unless you could narrowly specify collision check zones, you would be running at least a per-polygon collision test between whatever the clothing item is, and the body part(s) being covered. Maybe down to a per vertex level. Then you would have to have some kind of dynamic displacement process to adjust the various parts. And it would have to affect both figures; tight clothing binds, and can deform the body. At the very least it would bar anyone without a strong computer from the arena, and depending on how things had to be MacGuyvered into the current Poser system, it might require a separate simulation run.