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Cloth simulation


Notice: NVIDIA rewrote entire PhysX cloth system in PhysX 3.3, and the latest cloth will be simulated in an independent solver space and not join the rigid body collision. It's much faster than previous version (the more clothes the faster, at least 10 times faster and more).

Also we add the particles inertia and make all simulation realistic. And the attributes of cloth entirely simplified, user can control it more easier.

 

Creating Cloth

  1. Put your cloth geometry directly under the Geometry_<Agent Type> group
  2. Make sure your clothes do not contain tweak info
  3. Smooth Bind your cloth onto the "Original Agent"
  4. Select attach points, click Miarmy > Physics > Cloth Setup > Attach Cloth (Select Pin Points)

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Cloth attributes in Physics Global

  • Cloth Density: the mass for each particle on mesh
  • Stiffness Frequency: the stiffness precision
  • Stiff Damping: damping coefficient for stiffness of cloth
  • Bending Stiffness: stiffness for resisting shape bend

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