Example of Entity having dynamic cloth simulation on the flag banners
- Behavior Editor / Behavior Library:
- Golaem Menu: Crowd Behaviors / Behaviors / CrowdBeApexCloth Node
- MEL command: glmCrowdBeApexClothCmd;
List of meshes asset to simulate with apex cloth. Several mesh asset can be specified by separating them with a comma (,). All the mesh assets must be listed as Meshes in the Geometry Tab of the relative Character File, and should have a Cloth Asset File correctly configured.
The rate of adaption. The higher this value, the faster the cloth reaches the wind velocity. Set to 0 to turn off wind
|Wind Velocity||The target velocity each vertex tries to achieve|
|Starting Duration||The duration that it take for the cloth to switch from fully skinned to fully simulated|
|Stopping Duration||The duration that it take for the cloth to switch from fully simulated to fully skinned|
Note that meshes can be filtered by the asset repartition on the Entities Rendering Types. In such a case, the clothes will only be simulated on the entities that get the cloth objects.
Every mesh asset named in the "Clothing asset" list must exists in the Character File (.gcha).
Automatic Apex Creation
If a mesh asset is configured, but has no associated Apex configuration file (.apx) in its Mesh asset configuration, Golaem will try to automatically build a clothing asset using this set of configuration.
|Save .apx file||
If checked and the mesh asset correctly configured with the path to an apex file, this option will save the automatically created clothing asset at the location configured in the Mesh asset configuration, allowing every next run of the simulation to use it directly.
|Cloth vertices bone list||
This is the list of bones on which skinned vertices will be simulated for Apex Cloth. Vertices that are skinned to none of the bones in this list will continue to be skinned with no cloth simulation.
More specifically, the distance that each vertex is allowed from it's skinned position will depends on the sum of weight for all the bones on this list. This mean that a vertex that has a total skinning weight of 1 for this list of bone will be allowed to move freely, while a vertex with a total weight of 0.1 will only be able to move at a distance of 10% of the character's bounding box size.
|Collider bones list||
Bones that should be configured as colliders for the clothes.
Note that Nvidia's Apex support a maximum of 32 colliders.
The Physical Material parameters are the same than these from the official Nvidia Apex Clothing node.