Because you can use blender for both of those things.
Do you need to skin the clothing before layering it onto the target? I have a rig with a non-skinned mesh that does not work with this feature. It is only when I skin the clothing does it actually layer on.
Well that’ll be so good for dismembered…
What’s Dismembered? Never heard of it.
Like cut body parts or limbs off from the person…
This morning at ~9am, we will be enabling a change in skinned MeshParts that is necessary for layered clothing, but could temporarily break some scenes using Cage Mesh Deformer Beta. If you notice any problems please let us know. This is only a temporary limitation, we have a fix for Cage Mesh Deformer Beta that we’ll be rolling out in the next few weeks to resolve this completely. Thanks for your hard work and patience.
– Your Roblox Avatar Engineering Team
Yes, the clothing needs to be skinned.
Hi! So I did noticed today that the former SurfaceAppearance on the parts, they now break on models, alongside it now adding a bunch of OriginalSize Vector Values.
Though it seemingly works fine when I remove the SurfaceAppearance.
I didn’t particularly need it (or its added functionality) but noticed it was required for the example for the accessory drag n drop to work with our models.
Will it be needed moving forward or do we need to tweak our meshes for this?
New behavior
Hierarchy

w/o the SurfaceAppearance

Is this still broken? Or is it working again?
Yes! It now works with and without SurfaceAppearance.
@asmanwoks That’s great. Can you provide us with a test file we can use to debug this? We would still like to understand why it failed.
I’m trying to create a character customization menu, but can’t because ViewportFrames do not support caged deformation. It constantly shifts the layers off of the target.
Repo.rbxl (32.1 KB)
With my current understanding of cage mesh deformation, I don’t see a option for soft body deformation, is this an upcoming feature or did I miss anything?
Hello! We’re currently working on making an exciting avatar editor for this technology, however the most recent version of the cage mesh deformer seems to crash quite frequently when we apply our custom mesh to the avatar.
We have two rough prototype characters (to any of my community reading this, these are not final and shouldn’t be viewed as such) which we’re attempting to put a shirt on like so:
As you can see there are a few clipping issues which we’re working to resolve through iterating on the meshes, however half of the time when we place the mesh on the character studio crashes. When it crashes it also seems to corrupt the save, crashing whenever studio attempts to re-open.
RBXL of a recent uncorrupted save (109.5 KB)
Do you know if a more stable build will be coming soon? If there is a problem in our implementation of the mesh would it be possible to help us understand how to avoid it? We’re really excited about this, and we’re looking forward to making a ton of cool characters with it once we’re able to use it!
Thank you for your time!
-CJ
It’s great to see that you’re excited about this feature! This is still a beta implementation, so there are some known issues that we have been steadily fixing, including hidden surface removal and stability improvements. Thanks for your patience with it, and thanks for the repro file.
Are there plans to get Tools working with caged deformation? I’ve been fidgeting around with it and haven’t been able to get it to work.
Just wondering what the best way to add customizable hats, shoes, etc… to skinned meshes is. I have something right now that seems to work but I am interested in other techniques.
What I have right now is a transparent head thingy that is wrapped to the skinned meshes head. Then I weld my accessory(hat) to the fake head and it seems to work okay.
my hand(pen) writing hurts me to look at ,haven’t written for so long…
This is what it looks like in blender:
It seems that if you are doing only hats or something with a character that isn’t stretching much, this might work better that the example that the roblox devs gave, because with this, you don’t have to make a inner, and outer mesh for each accessory.
However, I may very well be wrong and that is why I am asking about it

Edit: Okay this actually doesn’t really work how I described it, there is one change. That is that in blender you name the Head bone(the one the Half Head has most of it’s weights on) the same as the half head. In my case that would be naming the head bone “Head” instead of “neck.001”. That way Roblox uses the MeshPart “Head”(the half head) to skin the bone instead of using the bone. So in the animation editor instead of changing the bones CFrame you would change the MeshPart “Head” 's CFrame. But I guess you could still use this. Again, I am looking for better methods of doing this!
Edit 2: Umm, so I just realized that what I have above doesn’t even use a wrap layer or wrap target and can be used without the beta enabled…
So I am planning on making a hat but having the outer and inner boxes be around the whole player? For a R15 or R6 rig it would be outer and inner boxes for that limb specifically but for Skinned meshes with only one mesh I am guessing that I would have to put the outer and inner boxes around the whole rig. And for the object that the inner and outer rigs pair with(<RENDER_MESH_NAME>), would that be just a hat?
We are working on and planning to release a set of tools in Beta for working with cage meshes in the next couple of months. Will update this thread when it happens.
Thanks for reporting this. This is a known issue and we are working on fixing this.