Yes- the wrap deform trick will work, but take up more memory and possibly be difficult to actually animate a hand going into it.
- Another option would be to make the pocket out of curves and panels as part of the construction operation to begin with. Before you shrink the pants to the character you can set up a collision constraint on the vertex points of the pocket. (At this point you should have your garment / pants ready for draping and collision objects assigned) then shift select the leg or leg surfaces and go to Cloth-Constraint>Collision>options: set the / make sure cloth collisions are ON and Rigid collisions are OFF> create. Now run your initial draping simulation and the pocket won't react to the leg surfaces but the outside of the pants will collide with the leg surface and the cloth pocket- keeping the pocket inside the pants. From there there are various ways you could creatively control the pocket- for basic walking sitting etc the pocket should be fine, some fine tuning and collision priority wil most likely need to be done when the character puts his hand in the pocket, but shouldn't be to difficult to pull off nicely.
-Good luck, ( I assume this is a pocket on the inside- not like a back pocket on a pair of jeans? if thats the case use a cloth constraint on the pocket instead- model it from a set of panel curves seperately and use a cloth constraint to pin it to it by selecting the vertex points on the edges that would be where the stitching would normaly be done and select the cloth pants then apply a cloth constraint.)
sid
sid69graphic@yahoo.com
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