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real-time Cloth Simulation

Clothing is an essential part of a realistic and believable game character. So I wanted to take a closer look at that. I use standalone APEX Clothing plug-in for Maya provides by Nvidia. For simulation ponytail and earrings I use PhysiscAsset itself in Unreal.
It's real-time cloth simulation so there are limitations and that is completely normal it's not going to be perfect anyway. Since it does not operate in the same way as a software simulation system such a nCloth in Maya which is very accurate (collision per polygon, process by the cpu, per frame and so on).
But as you can see it is really simple process here and even this test result is good enough so it's worth it for sure.

painting vertex behaviors channels and set collisions

painting vertex behaviors channels and set collisions

comparing skinned animation and simulation