A computer-implemented method for designing an avatar with at least one garment, the method comprising the steps of: S1) providing a digital model of an avatar comprising a skeleton and a skin covering the skeleton, the skeleton comprising a plurality of bones (B1, B2) represented by respective segments, the skin comprising a mesh comprising a plurality of vertex (vs1 - vs7) connected by edges defining faces, each vertex of the mesh being associated to at least one bone of the skeleton and the mesh defining an inside volume containing the skeleton; S2) providing a digital model of a garment comprising a mesh having a plurality of vertex (vg1 - vg7) connected by edges defining faces, the model also comprising, for each vertex, at least one weighting coefficient associating said vertex to at least one respective bone of the skeleton of the model of the avatar and adding said digital model of a garment to the digital model of an avatar without deforming it; S3) associating a displacement direction (dd1 - dd7) to each vertex of the undeformed mesh of the model of the garment, said displacement direction depending on the skeleton and on said weighting coefficients; and S4) detecting collisions between the skin of the model of the avatar and the undeformed meshes of the model of the garment and, whenever a collision is detected, displacing a vertex of the mesh of the model of the garment away from the skeleton of the model of the avatar along said displacement direction wherein no step of computing a deformation of the digital model of the garment for adapting it to the avatar is carried out before said steps S2 and S3; wherein said step S3) comprises determining said displacement direction as a weighted average of vectors connecting the nearest point of each bone to which said vertex is associated to the vertex itself, the weighted average being computed using the weighting coefficients associating the vertex to the bones. S1) providing a digital model of an avatar comprising a skeleton and a skin covering the skeleton, the skeleton comprising a plurality of bones (B1, B2) represented by respective segments, the skin comprising a mesh comprising a plurality of vertex (vs1 - vs7) connected by edges defining faces, each vertex of the mesh being associated to at least one bone of the skeleton and the mesh defining an inside volume containing the skeleton; S2) providing a digital model of a garment comprising a mesh having a plurality of vertex (vg1 - vg7) connected by edges defining faces, the model also comprising, for each vertex, at least one weighting coefficient associating said vertex to at least one respective bone of the skeleton of the model of the avatar and adding said digital model of a garment to the digital model of an avatar without deforming it; S3) associating a displacement direction (dd1 - dd7) to each vertex of the undeformed mesh of the model of the garment, said displacement direction depending on the skeleton and on said weighting coefficients; and S4) detecting collisions between the skin of the model of the avatar and the undeformed meshes of the model of the garment and, whenever a collision is detected, displacing a vertex of the mesh of the model of the garment away from the skeleton of the model of the avatar along said displacement direction