| Simulation | Collisions | Stitching | External Forces
: Select an object and choose from the Simulate toolbar.
For more information, see Creating a Cloth Simulation [ Simulation].
Simulation
Execution State
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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.
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Range
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First frame of the cloth simulation.
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Last frame of the cloth simulation.
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Copies the start and end frame values from the scene's timeline to the and .
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Copies the values you set for the and to the scene's start and end frame values on the timeline.
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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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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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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.
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Restart
For more information, see Playing the Cloth Simulation [ Simulation].
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Saves the simulation in a cache file.
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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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Cleans saved cache files.
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Cache file name.
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Collisions
For more information, see Setting Up Cloth Collisions [ Simulation].
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Defines the frame from which you want collision detection to be performed.
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Obstacle Collision
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Detects cloth collisions with obstacles, and the correct response is calculated. If this option is not selected, obstacles
are ignored.
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If some cloth's vertices penetrate obstacles, select this option: vertices going through obstacles are automatically pushed
out.
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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.
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Self Collision
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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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Detects collisions of the cloth with itself by also checking edge vs. edge pairs.
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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.
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Stitching
For more information, see Stitching Cloth Pieces Together [ Simulation].
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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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The minimum distance between pairs of vertices in order to stitch them together. You can fine-tune this interactively.
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External Forces
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Defines the viscosity of the medium in which the cloth moves.
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Adds noise (randomness) to the viscosity.
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If you have created a fan force control object (see Fan [ Simulation]), 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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If you have created an eddy force control object (see Eddy [ Simulation], 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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