Step 2: Cloth Controls

Now that you’ve created a simulator, your next step is to add cloth objects. Do this using the Cloth controls (area 2 of your screen).

Cloth Objects settings.

Clothifying Objects

To turn an object into a dynamic cloth object, select it and click the Clothify button to open the Clothify window, which displays a list of objects eligible to be turned into dynamic cloth. Use the Object to clothify pull-down menu to select your desired object, and click the Clothify button to make the cloth object, or Cancel to abort.

Choosing an object to clothify.

To turn a dynamic cloth object back into a normal prop, select it and click the Unclothify button. The prop will return to its pre-clothified shape, however it will retain its vertex groups and dynamic parameters, meaning you won’t have to start from scratch if you re-clothify the object later.

You can also create static props and morph targets from cloth objects as described in Creating Props and Morph Targets.

Specifying Collision Objects

Once the simulator is created and you’ve specified the basic parameters and created dynamic cloth, the next part of the simulator creation process is defining the objects that will use collision detection (collision objects) with the cloth. Each collision object will behave in accordance with the specified collision behaviors when contacting the cloth. Non collision objects will not use collision detection with the cloth object. To set up collision objects, click the Collide Against button to open the Cloth Collision Objects window.

Choosing collision objects.

The Cloth Collision Objects window has the following options:

Select the object to collide against in the Select Objects dialog.

Adding collision objects increases the computing resources required to calculate cloth behavior and dynamics. Thus, you should specify the minimum number of collision objects possible.

When you have finished setting up the collision objects, click OK to accept your choices or Cancel to exit without setting up collision objects.

The arrow at the top right of the Cloth area displays the currently selected cloth object. Clicking this arrow opens a pull-down menu allowing you to select any of the cloth objects in your scene for modification.

Collision Offset & Depth

The Collision depth and Collision offset dials are limited to minimum 0.1cm and maximum 10cm.

Before adjusting these settings, be sure to enable the Object vertex against cloth polygon and Object polygon against cloth polygon options in the Simulator Settings dialog.

A real piece of cloth has two sides (inside & outside) and thickness. A cloth mesh is composed of polygons, which mathematically have zero thickness. The Collision Depth and Collision Offset dials emulate thickness by “extruding” the cloth inwards by the amount of Collision depth units and outward by the amount of Collision offset units. Thus, the cloth now has a “thickness” of collision offset + collision depth. Any specified collision object intersecting this volume will be treated as a collision.

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