Cloth¶
REND, SIM and Weights¶
The cloth system needs the REND mesh and SIM meshes.
REND mesh— geometry itself with details and texture.SIM mesh— simplified simulation mesh.
SIM mesh requirements:
- The simulation mesh must not have degenerative geometry (triangles that make line or dot) or degenerative UVs (line in UV space that makes a dot).
- The simulation mesh is vertex coloured, marking how much it is influenced by gravity.
- At least one vertex must be non-white.
-
Some vertices must be completely black, otherwise cloth falls off.

prop_cloth¶
The prop_cloth setup is essential for creating custom cloth. It has many settings, so it is recommended for beginners to start by copying an existing cloth definition and its settings and adjusting the influence (maxInfluenceDist = 0.15 works for most cases).
Cloth entry from titus:
simMeshName = "tbrd_01_frnt_SIM_02"
renderMeshes = [
{
name = "tbrd_01_frnt_REND"
}
]
simRemapConfig = {
maxInfluenceDist = 0.15
useTopologicalDistance = True
}
config = {
vertical = {
stiffness = 1
}
horizontal = {
stiffness = 1
}
bend = {
stiffness = 1
compressionLimit = 0.1
}
shear = {
stiffness = 1
}
tether = {
stiffness = 1
}
motion = {
stiffness = 1
}
selfCollision = {
enable = True
stiffness = 1
distance = 0.04
}
gravity = [
0,
-10,
0
]
cdtCapsules = [
{
name = "Pelvis"
boneFirst = "BACKdown"
radiusFirst = 0.25
boneSecond = "CENTRE"
radiusSecond = 0.15
boneSecondOffset = [
-0.12,
0.12,
0
]
}
]
cdtBoxes = [
{
name = "block"
bone = "CENTRE"
size = [
2,
0.1,
0.6
]
}
]
environment = {
airDrag = 0.28
airLift = 0.24
localWindVelocity = [
4,
0,
2
]
useWindSystem = True
windSystemInfluenceScale = 0.2
fluidDensity = 2
}
solverFrequency = 160
friction = 0
damping = 0.08
drag = {
linear = 0.02
angular = 0.1
}
stiffnessFrequency = 90
}
Note
If SIM mesh does not cover the REND mesh completely (influenceDistance), the cloth is skipped from simulation entirely and appears rigid.
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