Clothes poking through the body halfway through a walk cycle — found on every frame, fixed with bone-driven shape keys that carry to Unity, or baked exactly for a render, with the before and after in millimetres.
An outfit that fits in the rest pose clips as soon as the character moves. Fitting tools fix one pose; ClipGuard works on the animation.
What you get
- Scan Animation — every frame of every action: how many garment vertices are inside the body, the deepest point and where.
- Fix with Pose Keys — corrective shape keys on the garments, driven by the bones, fitted across your animations and mixed poses so they keep working on new ones.
- Exact Bake — one animation pushed out frame by frame into a point cache, for rendering.
- Find Hidden Skin — the body that stays covered on every frame, hidden with a Mask modifier.
- Export for Unity — FBX with blend shapes, a driver table and a ready component.
Measured
- UE5 mannequin, shirt and trousers, four animations: vertices inside the body −90% (34,192 → 3,290), deepest point 26.3 → 12.7 mm.
- CesiumMan: −85%, deepest 19.4 → 10.9 mm.
- Unity 6: weights match the Blender drivers within 0.005 on 99% of values.
Blender 4.2 to 5.2. No AI, no cloud, no account.