The biggest problem with dynamics though are that the outfits tend to be very simple. No pockets, overlapping fabric, belts or other modeled niceties as is common in conforming sci-fi or fantasy outfits. Multi layered dynamics add to the time and complexity of getting it right. I'm very pleased and impressed by the work Lully is doing though. Her ability to add pleats and gathers (if that's what they're called) and other detailing seems a step above the standard fare. I didn't know such things were possible. I hope her technique catches on, that I can figure out how add those details in my own attempts, and that Smith Micro will commit itself toward improving the cloth room.
Going backward:
The Cloth Room is actually pretty good in terms of the technical engine. It could use some improvements, but that's not its biggest failing. It's biggest failing is how Poser uses it. For instance, _I_ know that if I want a better quality sim (like when something doesn't behave well), I should increase the quality using "Steps per frame," because I'm familiar with cloth simulation in Blender. This is a horrible and stupid label that refers to what the computer is doing to create quality. Something completely irrelevant to the user. If you looked at that and saw "Quality: 1," you'd know you were starting at a really low quality simulation. But the biggest issue is that the interface is designed for animations.
I used to say that we don't know how many people outside of the content community use Poser, but I think the most recent round of layoffs shows that it's not enough to justify the Poser team's irrational focus on professional animators as users. They kept designing for users that didn't want to use Poser, and making things harder for the people who did. If I had to make any suggestions on a UI revamp, it would be to come at _everything_ as if you were a content user who just wants to make stills.
For the Cloth Room, that means I should be able to load a figure, pose it, load dynamic clothes, and have the Cloth Room _automatically_ set up a sim from T-pose to the pose, with any rotation or translation being added optionally and without use of the timeline. And, to address the initial issue of fitting, it should have initial scaling options. For instance, I've fit one of my dresses to both a DD+ character and a flat-chested child without any problem by doing what I'd basically do in the real world. Scale on different axes.
That's a sort of rough idea, but the basic notion is that I shouldn't have to mess around with keyframes just to get dynamic clothes to fit a pose. _I_ don't mind that, but that's what messes tons of people up. Especially since 30 frames seems like a lot, but is only 1 second of time, which means that simulations set for 10 and 15 frames are happening in a fraction of a second, and the cloth behaves accordingly. And personally, I've just hit all kinds of bugs and mistakes, where things are on the wrong frame and I have to either move stuff around or (worse) I lose the proper state and have to fix things altogether. It's just mess no one should have to deal with when it's irrelevant to their end goal. You only need the animation aspect for making stills when you want to depict someone in the middle of extreme or rapid action (leaping, lunging, etc.).
What Lully does has always been possible, and is more an issue of how to model it than sim it. I'm pretty sure she uses MD. You can do tons with dynamic clothes. I've got dynamic necklaces with pendants that I sell.
People don't really want multi-layered or complex dynamic clothes, as far as I can tell. My simplest clothes are the ones that sell best. The ones that look more structured don't sell as well. And the best selling dynamic clothes by other people are the simplest. I've literally never seen anyone use any of the structured dynamic clothes of some of the vendors I follow, despite them being some of the highest quality clothing I know of (I want to say the vendor is cocco, but I could be wrong). The dynamic evening gowns that spent _months_ on the best seller list _and_ had people raving about them in the forums at Rendo didn't even have UV mapping, let alone thickness or details. Most of what people say they want in dynamic clothes does not fit at all with what they buy, or even what they praise. People avoid structured, layered, or detailed dynamic clothes in general.