I am trying to make a system where players can change out their clothes with others if they like, and even layer up clothes such as covering a shirt with a jacket, then an armored vest. I have ran into a problem with the body parts of the player clipping through the clothes.
For more information on what I tried and what others have told me refer to:
https://blenderartists.org/t/trying-to-get-changeable-clothes-to-work/1171090
The best solution I like the most is:
"If you can get away with hiding parts of the skin (like the armpits), then do so.
You can also load mask textures onto your body to clip fragments/pixels in the shader, depending on the state of the clothing, so that your armpits are only invisible when wearing a hoodie, not when wearing a tank top.
Otherwise, the best technique I’ve found to eliminate body/clothing clipping, on a body with autoweights, is to use a vertex weight proximity to blend between data transfer weights (from body, for tight sections) and autoweights (for loose sections)."
The problem is I have no Idea how to implement this in blender and unity.
Any help is appreciated.