When the animation changes the cloth must be simulated again of course. So you have
all the effects of a cloth animation. You also can use skin instead of Cloth but then when animating you don’t have wrinkles and effects
like that what a clothing simulation give us. But skin is quicker so you decide what clothes
are simulated and which ones are simulated first (to adapt to the body) then collapsed the stack and then applying skin to it.
You apply skin with the skinutilities (see max help).
If you want do the cloth simulation on a different animation do this way (I am
speaking of character studio):
You have a character in a default pose (the rig pose). Select the entire biped and
turn on auto key and create a key in frame 0 and then other in frame 5 or so. Now
save a bip file (check save segment at current position, set from 0 to 5 and uncheck
a keyframe per frame.
Now you have the default pose in a bip file.
Now open the mixer and load this default pose bip file and after load
another animation and move its start to frame 5.
Now you collapse the mixer animation to the biped and run the cloth simulation.
So always the starting point is the default pose.
And I am not God, only Pen, Jeff Patton, and so are.
