[Coming Soon] Improved Layered Clothing Fit

Thank you for this change! This will really improve the quality of layered clothing for Roblox in the future. I expect more users will adopt it as time goes on.

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Awesome announcement! Exacly what i needed! thank you roblox. Do you have any plans to allow cloth to wrap for S1 characters too?

Amazing improvements here! Part of why I hadn’t gotten into making layered clothing was because it hadn’t quite reached that “It just works.” level yet, but this update might be the one to bring us there!

Is there any way for 3D artists to try this out early in Studio?

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Is there going to be a studio beta feature so we can test this out before it releases, like last time?

The last time you guys tried this, I discovered a number of issues related to Puffiness, which negatively affected my avatars, which heavily rely on it:

But Puffiness is being removed now?

With no way to test this, I’m worried about this change breaking my outfits, just like last time.

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This is an issue that I also stressed before. I do rely on puffiness for my avatars to not make my characters look very thin and size up the paws. After the update, my avatars will look too skinny and there is no way to puff them up without using those sketchy avatar bodies. I like my avatars to be a bit more puffed up than shrinkwrapped

I personally think that puffiness should be kept to retain backwards compatibility with older outfits. Maybe you can use puffiness to puff up certain clothing to stretch it away from the wrap layer so that if you want to keep the puffiness of certain clothing, you can choose to keep it. It can also puff up when underneath other clothing assets if desired

I don’t think more customization for layered clothing is a bad thing, and can definitely address some of the issues people have as a result of this change. It’s why I use Ro-seal to properly adjust my avatar puffiness
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Currently, the only way we can “test” it is using the outdated beta

This change can improve certain clothing assets, but can also hinder others. The smaller details can change the whole avatar more than expected imo

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Hey all, thanks for the feedback! Wanted to add some clarification on the removal of the puffiness parameter. This new update does not mean that all clothes will be compressed down towards the body; if there is only one layer, its behavior will be similar to that of clothing that has a puffiness of 1.0. Where it differs from the previous beta, however, is that we use both inner and outer cages to guide the shaping of the clothes, so there should be less of a need to tweak puffiness below 1.0 in order to prevent outer layers (and single layers) from bulking out - they should fit more naturally by default.

Would love to hear more about your use-cases for puffiness and how you use it in your avatars - perhaps we can help find a way to get the same effect with the new system.

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This is the issue that I do have. I currently use the behaviour to keep the clothing as 1.0 to retain the puffiness of the clothing underneath. Perhaps having a way to turn it up past 1.0 to add more bulk to clothes that you find necessary.

As I said in the other post, I use the puffiness to make my avatars less skinny as I don’t use normal layered clothing and use things like fursuits to allow my body to have a fur texture to it. I do need the extra padding underneath the avatar in specific areas I find too skinny

I do think that layered clothing’s alternate use of being able to have your own custom body shapes without requiring you to make specific UGC bodies every time is something that shouldn’t be missed. I do think that it would be nice to override the multi-layer bulkiness if you choose to up to a limit to reduce the amount of avatars that take up the majority of the map

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Specifying the technical details of the changes being made is a huge +; It’s an interesting read, and I highly enjoy this! I hope more updates have this transparency.

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As described in my quoted reply, I personally relied on Puffiness to smoothen out the clothing on my avatar:

I also would use Puffiness just to make LC appear less bulky in general on classic avatars, which have much thicker limbs, compared to the more realistic humanoid avatars that LC is mostly designed for. It doesn’t matter how many layers are used - classic body parts are very prone to making LC appear over-inflated.


Once again, it’d be really helpful if there was a studio beta feature or some other way of testing this feature early, so I could confirm this for myself. There are tons of combinations you can get with LC on Roblox, and I’m skeptical about this update supposedly being able to seamlessly account for all of them.

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I use the puffiness property for a few things on different avatar outfits:


I use it to make jackets & sweatshirts fit my dragon's body better. With the current algorithm, some pieces of layered clothing appear too thick / puffy on my avatar's particular body. By decreasing the puffiness I am able to mitigate this issue.

Puffiness at 1:
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Puffiness at 0:
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Notice how the jacket puffs less near the waist area.

Puffiness at 1:
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Puffiness at 0:
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Notice how the shoulder spikes are smaller, and how the armor wraps closer to the actual torso.


I also use the puffiness property to make some layered clothing items look larger than they would with default puffiness.

Shoe puffiness at 0.65 with thin socks (puffiness 0.4) underneath to make the shoes bigger. This achieves a more cartoony look similar to characters in various platformer games (sonic, mario, etc):
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Shoe puffiness at default of 1 with thin socks underneath to make them bigger. Observe that the shoes are too big:
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Shoe puffiness at default of 1 with nothing underneath to make them bigger. Notice how they’re too small:
image

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Good job on this!

The thickness of layered clothing is a frustration for me when making avatars. I mainly use layered clothing in my avatars, so this can prevent me from making avatars. It’s great to see this being fixed. I’m excited for the release!

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a bit better but there shouldn’t be too many wrinkles tbh
on blocky avatars like the last example of bulkiness there tends to be lots of wrinkles near the wrists

Thanks for the hard work to make this happen!

But I’m still wondering… why wasn’t this introduced in the first place?

The wrinkles being baked into the model do explain why there are a lot of them in a place where it doesn’t really work well on certain models. I do believe that the wrinkles on those models can be made a lot better if removed

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Shouldn’t this have been implemented a long time ago?

Overall, the changes made my perspective on layered clothings a bit more positive and tolerant of it (Do not assume this is a safe sign to remove classic clothings).

If aggressive improvements like this could be made to layered clothings, then that’s great.

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these changes should be made optional, at the very least. for some of my avatars, i use thin base packages and put layered clothing over it to create a new body shape, so i’m worried that this update would result in unnaturally thin characters. it would be great overall if the old algorithm were an option, because in some avatars, i have incorporated tapering and puffiness into the design itself, using body parts that make it look natural. i actually like how sleeves can end up looking flared and how some pants can become bellbottoms, however it should certainly be an option rather than the default, because those clothing items weren’t intended to look like that in the first place. avatars have already been made with the current system, so the original algorithm shouldn’t be completely removed.

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Such a good moment with this feature ,I have some 3D clothes like the hunt first edition but I never going to wear them due to looking too thick.

But with this coming soon feature I will use this more better than 2D clothes

You should probably show your support for the returnal of classic faces here rather than advocate for the removal of a feature that is useful to somebody.

Layered clothing users probably like classic faces too and feel the same way.

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i use classic faces and classic avatars too, Roblox’s problem is NOT giving users options. if they would listen to us, we would all be happy

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This is one of my cases that I do use for some of the avatars I use. While I believe that the new algorithm should be used, it should allow for the ability to replicate the original algorithm to a certain limit to prevent large avatars, but also be able to keep avatars that do need the extra thickness. The majority of my avatars rely on the old algorithm and this change will ruin all of them in one swoop

I do believe that this change has both good and bad sides to it that cannot be overlooked

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