Dresses withs morphs

For some time now, I've been creating morphs for my clothing, such as strap-downs. I'm wondering if it's a good idea to create these morphs for the base garment, or if it wouldn't be better to create a separate garment for each morph.
Here's an example.
The garment is stapdown1; when you raise an arm, the garment is consistent.

With the stapsdown2 morph that uncovers the chest, when genesis leans forward the back does not behave consistently

But this defect can be corrected by dForce simulation

My question is:
Should I make a separate garment corresponding to the following body types:
*) straps down
*) left strap down
*) right strap down
or should I continue as before?
Here's an example.
The garment is stapdown1; when you raise an arm, the garment is consistent.

With the stapsdown2 morph that uncovers the chest, when genesis leans forward the back does not behave consistently

But this defect can be corrected by dForce simulation

My question is:
Should I make a separate garment corresponding to the following body types:
*) straps down
*) left strap down
*) right strap down
or should I continue as before?
! REPORT
Another example based on Left_Strap_Down1
I added the Left_Strap_Down2 morph, which reveals the left chest
the left arm has the following parameters:
Left Shoulder Back = 40
Left Shoulder Bend = 90

Defect corrected by dForce simulation

I added the Left_Strap_Down2 morph, which reveals the left chest
the left arm has the following parameters:
Left Shoulder Back = 40
Left Shoulder Bend = 90

Defect corrected by dForce simulation

REPLY
! REPORT
I used to integrate both into one product: different objects for different draping situations, as well as preparatory morphs for dForce. In the first case, I assumed inexperienced users who wanted to quickly add something to the scenein the second case, the opposite 
Having separate objects for different draping positions also has the advantage that you (as the producer) can control and shape them better.

Having separate objects for different draping positions also has the advantage that you (as the producer) can control and shape them better.
REPLY
! REPORT
guy91600
Karma: 11,995
Tue, Sep 09Thank you for this answer which gives me a clue, continue as before and add other versions to the packages so that the movements of the arms do not influence the garment.
I understand @Pushee-Ri's point, but I think it would be more efficient if the morphs were applied to the same item. If you make your original with enough geometry to accomplish all the things you envision, that is.
However, if as a creator you find efficiency in a different form, that is fine too. What I mean by that is, if you focus, for example, on making your main item DForce ready and optimized while the morphs you envision could make the same item explode if DForce is run, then yes, it makes sense to offer the morph as part of a separate identical item that is not dforce item.
And to vent a little. I just bought a very pretty DForce dress for icon shots, and even though my character's breasts are A-cup, the dress seems to love letting her breasts out in the open as it keeps expanding too much.
However, if as a creator you find efficiency in a different form, that is fine too. What I mean by that is, if you focus, for example, on making your main item DForce ready and optimized while the morphs you envision could make the same item explode if DForce is run, then yes, it makes sense to offer the morph as part of a separate identical item that is not dforce item.
And to vent a little. I just bought a very pretty DForce dress for icon shots, and even though my character's breasts are A-cup, the dress seems to love letting her breasts out in the open as it keeps expanding too much.

REPLY
! REPORT
Hi, hi, hi. Had to get creative with the camera:

This is Adult Yunae WIP, (just in case).

This is Adult Yunae WIP, (just in case).
REPLY
! REPORT
guy91600
Karma: 11,995
Tue, Sep 09This is the case of the WIP garment which is seen from the back, but I called the central coupon "invisible" that the user can unmask and apply the desired texture 
