Properly Adding Reverse Deform Morphs to Clothing for G3?
Hey guys!
I have a tricky situation and want to know the best way to go about this. We have a custom bodysuit clothing item we've created and rigged to G3 in her default shape using the transfer utility. The bodysuit has a zipper down the middle. The shape of the character the bodysuit is intended for has some pretty serious cleavage, which is known to cause crazy distortion in the breast area (the suit will get tucked under the breasts and make a mess). We therefore want to be able to sculpt a shape for a "zipper open" morph against the character's body shape and then load it using the reverse deforms option in the Morph Loader Pro. The problem is that the suit will no longer have proper weight maps in the affected area of the morph, and also it seems to break autofollowing on G3's morphs in the affected area.
My question is: What is the proper workflow for when you need to create a morph for clothes specific to a character's bodyshape? Currently my only guess is to make a similar morph for the default G3 shape, then sculpt a fix (which can get really messy for intricate morphs on extreme body shapes) to load via reverse deforms once the character shape has been applied. Is there an easier way to go about this?

Comments
Weight maps can't be adjusted dynamically, though the joint centres can. If it's as radical as you say you may be better using a GeoGraft to replace the closed mesh with open. You could also look at using dForce to drape the suit, if you have the current Public Beta.
It's actually not imperative that the weight maps be dynamic here, as I should've mentioned the "zipper open" morph would be the only configuration for the zipper we'd really need (we could have a separate model entirely if we need a radically different one). We just want the character/suit to respond correctly to movement morphs once it's in that shape. The main problem is that since the character shape has cleavage and the default G3 shape doesn't, anything we sculpt on on the G3 body will get mangled once it goes into character shape. So far the only good way we've found around this is to create 2 morphs... one for the default G3 shape to get weighting as correct as possible, and a second one that fixes the first once the character shape has been applied (the second morph gets loaded via reverse deforms). The weighting/morph following results are pretty good but not perfect (still some clipping in some poses), so I'm still wondering if there's something cleaner.