Traditionally, before a clothing item can be worn by a character, it need to be ‘weight painted’, a lengthy and tedious process where each metahuman bone is assigned to drive parts of the mesh of the clothing. It is a constant battle of values per bone, per vertex. With uDraper, though, the entire garment is simulated based on collisions with the metahuman wearing it. Weight painting is not applied here but the garments must be prepared using the uDraper plugin.
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