Cloth Controller
The Cloth Controller is the type of controller assigned to a dynamic cloth geometry. The Cloth Controller is built into the core engine, and it is part of the Physics Manager.
Settings
The following settings are available for Cloth Controllers.
Setting |
Description |
Deformable Body Flags |
|
Ignore force fields |
If checked, then force fields do not affect this cloth geometry. |
Time Settings |
|
Warm start time interval (s) |
The length of time over which the cloth simulation is warmed up when a world is first loaded. This is not an actual length of time that you must wait, but it determines the number of internal simulation steps that are run as quickly as possible in order to give the cloth time to reach a steady state. |
Invisible time before sleeping (s) |
The length of time that a cloth geometry must not be rendered before the controller automatically goes to sleep in order to save processing time. When a cloth controller automatically goes to sleep, it wakes up the next time the cloth geometry is rendered, except in cases when the controller has explicitly been put to sleep by the Sleep Controller script method or by the |
Physical Properties |
|
Cloth thickness (m) |
The thickness of the cloth, in meters, given to the cloth when interacting with blockers. This setting does not affect the physical appearance of a cloth geometry, but allows some thickness to be specified to prevent visible penetration of other geometry where blockers are used. |
Particle mass (kg) |
The mass of each simulated particle composing the cloth. For a cloth geometry, the number of simulated particles is (w + 1) × (h + 1), where w and h are the number of subdivisions specified in the x and y directions. |
Gravity multiplier |
The factor by which the force of gravity is multiplied for this cloth geometry. |
Fluid drag multiplier |
The factor by which fluid drag forces are multiplied for this cloth geometry. |
Wind drag multiplier |
The factor by which wind drag forces are multiplied for this cloth geometry. |
Internal resistance |
The amount of internal resistance to motion for this cloth geometry. This setting slows the velocities of the simulated particles. |
Spring Settings |
|
Stretch spring coefficient |
The spring stiffness coefficient for “stretch” springs, which connect adjacent particles in the x and y directions. |
Shear spring coefficient |
The spring stiffness coefficient for “shear” springs, which connect adjacent particles diagonally. |
Bend spring coefficient |
The spring stiffness coefficient for “bend” springs, which connect particles that are two positions apart in the x and y directions. |
Damper Settings |
|
Stretch damper coefficient |
The spring damping coefficient for “stretch” springs, which connect adjacent particles in the x and y directions. |
Shear damper coefficient |
The spring damping coefficient for “shear” springs, which connect adjacent particles diagonally. |
Bend damper coefficient |
The spring damping coefficient for “bend” springs, which connect particles that are two positions apart in the x and y directions. |
Attachment Settings |
|
Attach lower-left corner |
If checked, then the lower-left corner of the cloth is attached to its initial position and cannot move. |
Attach lower-right corner |
If checked, then the lower-right corner of the cloth is attached to its initial position and cannot move. |
Attach upper-right corner |
If checked, then the upper-right corner of the cloth is attached to its initial position and cannot move. |
Attach upper-left corner |
If checked, then the upper-left corner of the cloth is attached to its initial position and cannot move. |
Attach bottom edge |
If checked, then all of the particles along the bottom edge of the cloth are attached to their initial positions and cannot move. |
Attach right edge |
If checked, then all of the particles along the right edge of the cloth are attached to their initial positions and cannot move. |
Attach top edge |
If checked, then all of the particles along the top edge of the cloth are attached to their initial positions and cannot move. |
Attach left edge |
If checked, then all of the particles along the left edge of the cloth are attached to their initial positions and cannot move. |