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Outfit Compatibility

An outfit needs coordinated body visibility and layer adjustments as well as fitted meshes. The original equipment documentation describes these rules for Reign of Guilds, and the companion naming sheet records body coverage and morph targets for the newer equipment types.

Use these rules as a reference when configuring your own equipment data. Test the selected meshes together, because a particular garment may need a different combination or lack a particular adjustment morph.

Hide covered body regions#

Use either separate body mesh components or material section visibility to hide the body under equipment. The examples refer to the head, chest, arms, hands, legs, and feet.

Body region Coverage rule
Head Keep the body head available as required by the outfit. Handle hairstyle visibility separately for the helmet type.
Chest Hide under a covering shirt, chest item, or robe. Keep it covered when an outer item hides the shirt.
Arms Hide under sleeves. Sleeveless items need the exposed arms to remain visible.
Hands Hide under closed gloves. Open gloves preserve the visible hand.
Legs Hide under pants. Provide an appropriate base layer when pants are removed.
Feet Hide under closed footwear. Open footwear preserves the visible foot.

Restore the previous item's changes when unequipping it. Hiding body regions is particularly useful during combat animations, where a tight garment can intersect the animated body.

Combine shirts with outer layers#

In the earlier system, the shirt acts as an underlayer. A covering outer chest or robe hides the shirt, while a sleeveless outer layer can use the shirt's Armor morph to adjust its fit.

The chest types distinguish Chest.Base, Chest.BaseSleeveless, Chest.Robe, Chest.RobeSleeveless, Chest.Open (Type7), and Chest.OpenSleeveless (Type8). Type7 leaves the body chest visible and hides the arms under sleeves. Type8 leaves both the chest and arms visible. Both open types retain the shirt and use its Armor morph when present. In the Blueprint demo's separate metadata fields, Type7 is Open with LongSleeve, and Type8 is Open with NoSleeve.

Combine sleeves with gloves and bracers#

Combination Adjustment to consider
Chest or shirt with a left bracer Use Bracer_left on the underlying item when the morph exists
Chest or shirt with a right bracer Use Bracer_right on the underlying item when the morph exists
Chest or shirt with long gloves Use its Gloves morph when available
Short gloves with sleeves Start with the supplied fit and inspect intersections
Long gloves with bracers The earlier layering rules hide bracers under the long gloves
Robe with regular or wide sleeves Hide conflicting bracers and restrict incompatible long gloves

A sleeveless robe leaves more room for gloves and bracers. For robes with wide sleeves, the earlier design uses an equipment restriction for long gloves. Alternatives such as a shorter glove mesh require their own prepared assets.

Fit pants around boots#

The naming sheet uses Boots_low for regular boots and Boots_high for high boots. Apply the relevant target on the pants when it exists. Slippers do not request either adjustment in that sheet.

Preserve the target name used by the installed mesh and compatibility data. The legacy prose capitalizes these names differently; inspect the actual morph list when wiring your system.

Check shoulders and cloaks#

The older examples fit shoulders over a chest or robe. Wearing them directly over a bare body can leave a gap.

An enveloping cloak hides shoulders in the naming sheet. A regular cloak can still intersect a bulky shoulder design, so check the combination in motion. Any component offset should preserve the intended garment fit and collision arrangement.

Check hoods and bulky armor#

The earlier documentation provides a long and a short hunter hood: the long version suits a slimmer upper body, while the short version avoids some intersections with bulky chest pieces. Select the available geometry that fits your combination rather than treating every hood and chest as interchangeable.

Verify the available morphs#

Open the selected skeletal mesh and inspect its Morph Target list. The older examples mention Gloves, Bracer_left, Bracer_right, Armor, Helm, and boot fit targets. Only use targets present on the actual mesh. Some robe examples also provide a shield adjustment for wide sleeves.

For the full historical rules, see the previous equipment documentation. The companion naming sheet records the newer Type prefixes and their visibility or morph associations.

Part of the 6.0 documentation draft
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