ClipGuard — Outfit Clipping Found on Every Frame, Fixed by the Bones, Proven

Skava in Rigging


How is this different from fitting tools?

Fitting tools push an outfit out of the body in one pose. Clipping shows up in motion — the inner elbow at the top of a swing, the hip in a stride. ClipGuard measures every frame of your animations and fixes the outfit across all of them, with keys driven by the bones that keep working on new animations.

What do I need?

A body and one or more garments, all deformed by the same armature, and at least one action on the armature. The garments can be skinned any way — weights transferred from the body are the common case.

How much does it fix?

On the UE5 mannequin with a shirt and trousers over four animations, garment vertices inside the body fell by 90% (34,192 → 3,290) and the deepest point from 26.3 to 12.7 mm; on CesiumMan by 85%. Exact Bake on one animation removes about 90%. The rest sits where the body is close on two sides — armpit, crotch — and the report always shows what is left.

Does it work in Unity?

Yes: the pose keys export as blend shapes with a driver table and a component; its weights match the Blender drivers within 0.005 on 99% of values. Exact Bake is a point cache for rendering in Blender; it does not export to engines.

Is it a cloth simulator?

No. Nothing swings or falls. It keeps a fitted outfit outside the body while the character moves.

Will it change my body mesh?

Only Find Hidden Skin touches the body, and only by adding a vertex group and a Mask modifier you can remove. Nothing is deleted.

Does it need AI, a cloud or an account?

No. Blender and numpy, nothing else.

$12.99

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Details
Published 11 days ago
Blender Version 4.2 - 5.2
Extension Type N/A
License GPL