proxy-fit

Clothes, hair and anything else made for a base body, fitted to every shape of it. This is MakeHuman's .mhclo binding, read from the format and re-implemented (no MakeHuman code): each proxy vertex is a weighted point on a triangle of the base (three base vertices and their weights) plus an OFFSET, and the offset is scaled per axis by how far apart two reference vertices are on the body being fitted, so a coat is as loose on a large body as on a small one. Morph the body and every proxy follows: no per-body work, nothing to re-fit.

It is the one runtime fitter of the character creator (CHARACTER-DESIGN.md step 4): MakeHuman's CC0 clothes, hair and brows come with their bindings in the human pack, and hair made for another head is meant to be imported as a binding too.

Pure, so a recipe's outfit is fitted or checked headless:

A binding with rigid groups keeps those parts' shape in all three (position, weights, expression movement): see proxy-rigid.