SuperAPI AI Directory

cloth-sim

Design & creation

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Updated 10-15 19:57

About this skill

Cloth Sim

Garment blockout → sim → art-direct → bake. Stable pins. Engine-friendly caches/shape keys.

When to Use

  • Dresses, capes, coats, flags, banners
  • Character clothing that needs drape
  • Baking sim to shape keys or Alembic/USD caches
  • Pre-roll settling before animation export

Workflow

Garment mesh (quad-friendly) → Vertex groups (pin/collide)
  → Cloth modifier settings → Collision objects
  → Pre-roll settle → Sim pass → Art-direct fixes
  → Bake shape keys / cache → Cleanup → Export

Mesh Prep

  • Quads preferred; even density on deforming areas
  • Avoid long skinny triangles on folds
  • Apply scale before sim
  • Separate garment from body collider

Vertex Groups

Group Purpose
PIN_Cloth Anchors (waist, shoulders, collar)
COL_Ignore Optional non-colliding regions
STIFF_High Belts, seams that should resist stretch

Settings Starters

Look Quality Speed Bending
Soft dress 8–12 1.0 Low
Stiff coat 5–8 1.0 Higher
Flag/cape 8–10 1.0–1.5 Low–mid

Tune mass and air viscosity for scale. Always run a settle pre-roll.

Bake Targets

Target Use
Shape keys Game poses / few frames
Alembic/USD Cinematic caches
Armature weights If converting to deform-only

Constraints

MUST DO

  • Apply scale; define pin groups before long sims
  • Collide against simplified body capsule/mesh
  • Art-direct after sim (sculpt/corrective keys)

MUST NOT DO

  • Sim hero cloth on ultra-dense sculpt meshes
  • Skip pre-roll (starts mid-air / exploding)
  • Export raw unstable caches

Reference Guide

Topic Reference Load When
Cloth Settings Presets references/cloth-settings-presets.md When needed
Pin And Collide references/pin-and-collide.md When needed
Bake Targets references/bake-targets.md When needed