I stuck a little bit about this question but I have no idea how to achieve this. Maybe anyone can help me out.
I have a base body mesh and as example a breath shape key to animate breathing. Then fittet the clothes to fit to the breath shape key value 0 and 1. So far so good. But when I change the base body model I need to remodeling the clothes new.
In other games i'ts look like they have one clothing base shape to fit different body models.
How do they achieve this?
My first guess would be to use a Shrinkwrap Modifier with a slight offset... With clothes that already have more or less a body shape, that should work fine.
At least in Blender.
How this is going to work in a game engine I do not know.
Yes, I think Shrinkwarp Modifier is great, but when I change the base mash in way, as example a realy fat body with a other shape key, I need to remash the clothe.
Maybe I can participate with the different shapekeys to deform the clothe to, but I have no idea how to do this. Maybe I think in the wrong direction.
You shouldn't use Shapekeys on the clothes when using the Shrinkwrap,
If there are problems with a very fat person, you may need to adjust some vertices to get the clothes a bit closer to the body, but if the clothes are well made, the Shrinkwrap should be able to take care of everything...
You might want to play with different shrinkwrap methods if the result is not to your liking...
I played a little bit with the schrinkwarp modifier, it's working realy fine. When I try it on an Item I want to to save the form of an object or have a hard part like a shoe with heel the schrinkwarp modifier is also working?
I test it with Vertex Group to save the stiff part but the result is not I was expected.
Won't work in any situation, but what I would try, is a Solidify Modifier with a Vertex Group for the sole and place it after the Shrinkwrap.