| Simulation | Collisions | Stitching | External Forces
To apply: Select an object and choose Create > Cloth > from Selection from the Simulate toolbar.
For more information, see Creating a Cloth Simulation [ Dynamics ].
Execution State
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Mute |
Disables the effect of the cloth simulator. By muting the Cloth operator, the cloth model goes back to its undeformed initial position. Temporarily mute it if you want to freely move the playback cursor on the timeline (such as for inserting keyframes) without running the simulation. |
Range
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Start Frame |
First frame of the cloth simulation. |
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End Frame |
Last frame of the cloth simulation. |
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Copy from Scene |
Copies the start and end frame values from the scene’s timeline to the Start Frame and Duration. |
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Copy to Scene |
Copies the values you set for the Start Frame and Duration to the scene’s start and end frame values on the timeline. |
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Iterations Per Frame |
The number of iterations executed by the calculation cycle between one frame and the other. Values higher then 1 result in a more precise simulation. If the cloth seems to have artifacts, increase its value and play the simulation again. |
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Time Warp |
Defines a scaling factor for the dynamic of the simulation. Increasing this value slows down the cloth dynamic but doesn’t change the obstacle dynamic. |
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Save Simulation |
When you save the scene, this option calculates the simulation as much as is cached on disk. This information is retrieved when you load the scene again. The cache is optimized to store as little data as possible. If you don’t select this option, the computation is executed again when you load the scene. |
Restart
For more information, see Playing the Cloth Simulation [ Dynamics ].
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Write Cache |
Saves the simulation in a cache file (it is a sequence similar to .ptp files used for particles). |
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Restart From File |
Reloads the simulation from the file that was saved. Computation starts from the specified frame onward; for all previous frames, the old simulation is displayed. |
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Clean Cached Files |
Cleans saved cache files. |
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Restart File Name |
Cache file name. |
For more information, see Setting Up Cloth Collisions [ Dynamics ].
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Start Frame |
Defines the frame from which you want collision detection to be performed. |
Obstacle Collision
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Active |
Detects cloth collisions with obstacles, and the correct response is calculated. If this option is not selected, obstacles are ignored. |
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Accurate |
If some cloth’s vertices penetrate obstacles, select this option: vertices going through obstacles are automatically pushed out. |
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Keep Edge Length |
Prevents edges from being stretched when obstacles tend to separate its extremes. This is especially useful when, for example, a dress relaxes too much around the neck of your character. |
Self Collision
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Active |
Detects collisions of the cloth with itself. It prevents parts of the cloth intersecting with other parts, such as when a cloth folds up on itself. The option activates detection and response collision by checking polygon vs. vertex pairs. |
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Accurate |
Detects collisions of the cloth with itself by also checking edge vs. edge pairs. |
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Cloth Thickness |
Defines the minimum distance at which the polygons or quad of the cloth patch can approach each other. It corresponds to the thickness of the fabric. |
For more information, see Stitching Cloth Pieces Together [ Dynamics ].
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Active |
When the cloth object is made of multiple NURBS patches, this option lets you stitch them together by overlapping their closest vertices. It is useful to pin different patches along their borders for tailoring complete garments. Once pairs of vertices are stitched together, they are kept together for the whole simulation. |
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Threshold |
The minimum distance between pairs of vertices in order to stitch them together. You can fine-tune this interactively. |
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Viscosity |
Defines the viscosity of the medium in which the cloth moves. |
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Noise |
Adds noise (randomness) to the viscosity. |
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Fan Force Coeff |
If you have created a fan force control object (see Fan [ Simulation Basics ]), you can set its value here on how it affects the cloth. You must use any value greater than 0 (zero) for these parameters for the appropriate force to have an effect. The settings you use here represent a percentage of the “global” effect that the force has; that is, you can’t go beyond the settings that the force had when you created it. |
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Eddy Force Coeff |
If you have created an eddy force control object (see Eddy (Vacuum) [ Simulation Basics ], you can set its value here on how it affects the cloth. You must use any value greater than 0 (zero) for these parameters for the appropriate force to have an effect. The settings you use here represent a percentage of the “global” effect that the force has; that is, you can’t go beyond the settings that the force had when you created it. |
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