Need a bodysuit, leggings or socks that fit your character exactly and go straight into a game engine? Pick the body, a garment and a style, and press Make. TightWear builds the garment from the character's own skin as a new object: rigged to the body's armature with the body's own weights (at most 4 bones per vertex), unwrapped and packed, with the body's shape keys rebuilt on it. Your body mesh is not changed. A garment takes about 4 seconds (the median of our 456 test garments; 1 to 42 seconds).
8 garment types and 24 styles: bodysuits (leotard, long sleeve leotard, full body suit, bike suit), leggings (ankle, capri, spats), tights with feet, socks (ankle, crew, knee-high, over the knee, thigh-high), gloves (full, fingerless, opera), arm sleeves (long, forearm), tops (crop, tank, long sleeve, turtleneck) and shorts (bike shorts, hot pants). Sliders set the leg length, sleeve length, neckline, sock height, glove length, top length and rise.
Every opening is cut straight across the limb, so each hem is one clean closed loop, with a hem band and a rolled edge. The cloth sits a small gap off the skin (1 mm on a 1.7 m body by default, 0.5 to 5 mm), bridges dips like stretched fabric, and has real thickness, or a single layer for low poly. In our test matrix (12 bodies, 19 styles, Blender 4.2 and 5.2: 456 garments, 1392 checks, 0 failed), no garment had a vertex inside the body at rest or with any copied shape key at 1, and none had overlapping UV islands.
Make also puts the new garment through 10 stress poses and gives the cloth room where a pose pushes it into the body (Room for Poses). It keeps the change only when the result is better. Over the matrix that took the clean poses from 1663 to 1887 of 2280. Check Poses shows the numbers per pose at any time. Hide Covered Skin hides the skin under the garments with a Mask modifier, the way game outfits ship, and leaves the body mesh as it is: then 2092 of the 2280 poses are clean where skin shows.
Hips are the hard case, and we say so up front. When the character sits, or bends 60 degrees at the hips, leggings, tights, shorts and full body suits dip into the skin at the front of the hip and under the buttocks. Of our 12 test bodies, at most 3 come out clean when bent at the hips and none when sitting. Hide Covered Skin removes 79 to 91% of the poke-through points for those garments. Every number is under Limits.
Four fabric looks: Matte Cotton, Shiny Latex, Sheer Nylon and Fishnet (drawn into an image in the garment's own UVs and packed into the file, so it exports). The materials are plain Principled BSDF, and FBX and glTF export are tested on both Blender versions.
Tested on 9 VRoid avatars and 3 MakeHuman bodies, in T-pose and A-pose. Bone names from Mixamo, Unreal, Rigify, VRM and VRoid, VRChat and Cats, Auto-Rig Pro, MakeHuman and MPFB, Character Creator, Daz Genesis 8 and 9 and 3ds Max Biped are recognised, and other humanoid rigs are read from where the bones are. Blender 4.2 to 5.2, pure Python, nothing else to install. Installs and works next to ClipFix in one file.
Features
- One click per garment. A new object next to the body, rigged to its armature: an Armature modifier and the body's own weights, at most 4 bones per vertex, normalised. One Ctrl+Z undoes it.
- 8 garment types, 24 styles, 7 sliders. Straight clean hems, each one closed loop, with hem bands and rolled edges.
- Fit. Gap 0.5 to 5 mm (1 mm by default on a 1.7 m body, scaled with the body's height), real thickness or single-sided low poly, dips bridged like stretched fabric. Nothing inside the body at rest on any test garment.
- Shape keys kept. The body's keys that move the covered skin are rebuilt on the garment with the same names, slider ranges and values, each checked at 1. Copy All Shape Keys copies the whole list.
- UVs. Seams on hidden lines (inner leg, under the arm, the sides), unwrapped and packed, no overlapping islands on any test garment.
- Room for Poses and Check Poses. 10 stress poses at Make and on demand, numbers per pose, the worst pose named, the rig put back exactly as it was.
- Hide Covered Skin. A Mask modifier and a vertex group on the body; the body mesh is not changed. Show All removes both.
- Fabric looks. Matte Cotton, Shiny Latex, Sheer Nylon, Fishnet. Each garment gets its own materials.
- Avatars and rigs. VRoid and VRM, MakeHuman, T-pose and A-pose; 11 bone naming conventions plus unknown names read from bone positions. Blender 4.2 to 5.2.
Limits
- Tight wear only: no skirts, loose trousers or hoods in 1.0. Openings are straight cuts across the body.
- Hips. When the character sits or bends at the hips, leggings, tights, shorts and full body suits clip at the front of the hip and under the buttocks. Measured on 12 test bodies: clean when bent 60 degrees at the hips on at most 3 of 12 bodies, clean when sitting on none. Over all 10 poses: leggings 88 of 120 poses clean, tights 88 of 120, spats 99, bike shorts 99, hot pants 99, full body suit 56 of 120. Hide Covered Skin removes 90% of the poke-through points for leggings and tights, 91% for the full body suit, 82% for bike shorts and 79% for hot pants; then leggings are clean where skin shows in 108 of 120 poses and the full body suit in 101 of 120. The garment copies the body's weights, so better hip weights on the body give a better garment.
- Tops and arms down. When the arms come down from a T-pose, the upper arm presses into the side of the chest on most avatars, and tops can clip at the armhole: crop top 106 of 120 poses clean, tank top 103, long sleeve top 90, turtleneck 68.
- Elbows bent: arm sleeves and opera gloves dip in at the inside of the elbow on every test body. Hide Covered Skin removes all of it for arm sleeves (120 of 120 clean) and 89% for opera gloves.
- The skin must be one closed surface (small holes and open seams are fixed). A body made of many separate open panels cannot be cut: join and weld it first.
- Layering is manual: each garment is made from the skin on its own. Where two overlap, give the outer one a larger Gap (3.5 mm for a top over leggings made with the defaults, as in our images).
- Shape keys are checked one at a time at 1; combinations are not checked. Drivers are not copied. When you edit the body later, make the garment again.
- On coarse avatar necks the neckline can show small steps where it follows the mesh.
- Bone names of Daz, Character Creator, Mixamo, Unreal, Rigify and Auto-Rig Pro are tested on renamed rigs; no real body from those tools was available under a free licence.
- English only.
Store images show CC0 VRoid sample avatars (HairSample Male, Victoria Rubin, Sakurada Fumiriya) with real TightWear results.
More character tools from Meshwright
- ClipFix: fix clothes clipping on any outfit at rest and check it in 10 poses.
- Dress Your Avatar Set: Outfit Refit, ClipFix and TightWear for 39 USD (53 USD bought apart).
- Outfit Refit + ClipFix Set: both outfit add-ons for 27 USD (34 USD bought apart).
- Outfit Refit: move an outfit from any base onto your avatar, with weights and shape keys.
- SkinKit: one-click weights for VRoid, VRM and FBX avatars.
- FaceKeys: 52 ARKit face shape keys from your head mesh.
- HeadWrap: automatic head retopology with eyes and teeth.