garment-cut

A garment cut out of the body: draw a polygon over the front view (a rectangle from the waist to the ankles is a pair of trousers), and the skin inside it, front and back, is cut out along the outline, pushed out by a thickness, and given a hem. The result is an ordinary proxy binding, so it fits every body shape and bends with every clip exactly as MakeHuman's clothes do (proxy-fit).

skirtGarment takes the same outlines and makes a skirt, kilt or robe instead: at each height, the cloth goes round the CONVEX outline of the body inside the cut (both legs as one, or the torso and arms), so it spans the gaps instead of following each leg. Below its widest ring it hangs straight down. It is an open tube, no top or bottom, to be drawn two-sided. It is for the torso and legs: skirts, kilts, robes. Each point is bound between the nearest skin on the left and on the right, blended across the middle, so it moves with both legs and tears between neither. anchor says which skin a skirt may go round; the builder leaves out the arms (a skirt cannot follow a swinging arm without cloth simulation), so a robe drawn over the arms is a skirt over the body and its sleeves a cut.

Pure: positions and triangles in, a binding out.