The ability for an end-user to import geometry representing articles of clothing made of flexible fabric (a HAZMAT suit, for example) and then drape that fabric onto a digital human character and have it move and bend with the motion of the limbs, torso, and other body parts is a very specific capability. With few exceptions, this capability is primarily available in high-end 3D animation environments used to create the types of computer graphics seen in block-buster action films or 3D animated movies from Pixar, Disney, ILM, etc. In fact, outside of a few niche-market products focused solely on the garment-design industry, these types of cloth simulation capabilities have not been successfully implemented in any commercially available human simulation product.
That said, digital human characters can be created with clothing designed to move as expected, but the clothing has to be “rigged” for that type of movement; is not “simulated”; nor does it affect the digital human character’s ability to complete tasks. There are digital human characters within our flagship products that have been “rigged” with clothing as described.