Apex Cloth

An Apex Cloth Behavior (beApexCLoth) allows to simulate any apex cloth asset that was configured on the character file.


  • Behavior Editor / Behavior Library:
  • Golaem Menu: Crowd Behaviors / Behaviors / CrowdBeApexCloth Node
  • MEL command: glmCrowdBeApexClothCmd;


An Apex Cloth Behavior defines the following specific attributes. For common attributes see Behavior Common Attributes.
There is full tutorial explaining the use of Apex Cloth here.

Cloth Attributes

Clothing Assets

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 button on the right end is a helper with a list of all mesh assets present in currently loaded entity type. Use it to easier the configuration.

In Rigid Bodies

List of Crowd Rigid Bodies to use as colliders for the cloth.


  • spheres primitives: only 32 in total can be used
  • capsules primitives have to be considered as 2 spheres
  • box primitives have to be considered as a 6 faces convex hull
  • when using convex hulls, only 32 faces in total can be used (ie: the sum of all faces in all convex hulls must be less than 32)

You can use the Vertex Limit configuration in the Crowd Rigid Body to try to lower the number of faces of the convex hulls.

Wind Adaption

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. This attribute can be animated / keyframed.
Wind Velocity Noise Per entity noise added to the base Wind Velocity. Noise is computed randomly for each entity (within -noise and + noise on each axis), and remain the same for the whole duration of the simulation.
Freeze Cloth On Stop If checked, the cloth will keep the shape it has when the stop trigger is set true. To go back to the skinned version of the cloth, it will be needed to start again a cloth behavior and stop it without this option checked.

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).

Cloth Attributes

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

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.
The collider's shape will always be a sphere or a capsule, depending on what is configured in the bone physics properties : if it's configured as a sphere, the colliding volume for the cloth will also be a sphere, but every other shape will become a capsule for the cloth collision.

Note that Nvidia's Apex support a maximum of 32 colliders.

Physical Material

The physical material is only used when using automatic apex creation. It does not override parameters from an .apx file.

The Physical Material parameters are the same than these from the official Nvidia Apex Clothing node.