Simple Clothing Simulation

This clothing type uses a set mesh for simulation and its own vertices for cloth simulation. When you select it, a window will appear with the following options:
- Mesh: The mesh you want to simulate.
- Skeleton: The skeleton mesh that the clothing is rigged to.
Simulation Options:
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Simulation Verts: You can select the vertices to simulate.
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Fixed Particles: These are parts that are restricted from movement to prevent the mesh from flying away. A warning will appear if you don’t include all necessary fixed particles, but it will still work. It is not recommended to skip this.
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Both above include:
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<ALL> <NONE>-
Or custom selection groups you made beforehand.
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Max Distance: This constraint limits the distance the vertices can move. You can also use the vertex group export with the distance type.
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Add Stretch Links: If enabled, this will add additional Stretch Link constraints to counteract stretching caused by gravity.
After selecting the desired values, press OK. This will create a basic cloth setup that you can adjust.
Configuring the Cloth Simulation
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Rename
Simulateto#01#If you're working with Elden Ring or Elden Ring Nightreign, right-click on States, and select New to create a new state. Rename it to#00#. -
Adjust Skin Settings Go to Operator and select
mesh_name + ' SkinOp'. In the right window, uncheck theTangentsandBitangentscheckboxes next to the Skin section. -
Rename the Transform Set Under Transform Sets, click Master TransformSet and rename
Master TransformSetto Master. If the skeleton name is not Master TransformSet, go to Blender and rename the armature to Master, then re-export the scene over again. -
Set Gravity and Damping In the Sim Cloths section, under the mesh name
SimCloth, go to Simulation Properties. Change Gravity to the desired value (usually negative Y/Middle), and increase Damping (default is 0.001). Damping affects the speed of the simulation, with values closer to 1 making it faster. -
Adjust Constraints Under Constraints Options inside SimCloth, you’ll find the Mass setting, which controls the strength of constraints, the bigger it is the less constraints effect simulation. Set it to 0.33 (or higher depending on preference). You will also see the following constraints already included:
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Standard Links: Links that connect adjacent particles and maintain their relative distance.
- Stretch Links: Specialized links to counteract stretching.
- Local Range Constraints: Limits the movement of particles to a defined area.
You may want to add optional constraints such as:
- Bend Stiffness Constraints: Prevents the cloth from folding.
- Volume Constraints: Attempts to preserve the original shape of the cloth.
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Transition Constraints: Smooths the transition between animated and simulated positions.
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Add Constraints Add Bend Stiffness to prevent cloth from self-colliding. For Elden Ring or Elden Ring Nightreign, also add Transition Constraints.
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Adjust Bend Stiffness Set the Bend Stiffness to a value between 1 and 0.0001, depending on how stiff or flexible you want the cloth to be.
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Set Collision Options Under Simulation Cloth > Collision Options, set the Radius (recommended values: 0.02 or 0.01) and keep the Friction at default, or adjust as needed.
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Add Collidables If the collidables are not showing up, click the right file icon, select the desired collidables, and indicate which vertices the mesh will collide with if needed.
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Set Particle-Force Interaction In the Advanced Option section of Simulation Cloth, set the Total Mass to 10 (this controls how easily the mesh will be moved by world wind).
Finalizing the Simulation
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Simulation Go back to Operators, open Simulate, and click Simulate. Under Constraint Execution (Advanced), select Smart Iterate and adjust the complexity based on mesh complexity:
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1 for low-poly meshes
- 3 for higher poly meshes
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Use Thick Clothing (2 meshes) for very high-poly meshes.
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Create Skin Transition For Elden Ring or Elden Ring Nightreign (or newer versions), go to the Scripts tab and select Wizard Browser.... Then choose Create Skin Transition. In the new pop-up, select the mesh, choose Simulated State (usually
#01#), and press Create Skin Transitions. -
Disable Tangents and Bitangents After the skin transition is created, go back to Operators, select [skin], and in SkinOp, disable the Tangents and Bitangents checkboxes.