VCloth 2.0 is the cloth simulation feature of CRYENGINE. Using VCloth, your character’s cloth can be simulated and animated automatically, according to their actual movement. This can make it look much more realistic.
A homogeneous edge flow improves plausibility.
General Considerations for Cloth Simulation in Your Game
In general, cloth simulation is an expensive task. Therefore, you should consider some of the following remarks before designing your character’s cloth to improve run-time performance, visual behavior as well as the controllability of your cloth. In-game simulations, such as cloth, always shift a certain kind of controllability from the animator into the simulation environment, which - in some circumstances - might result in unwanted behavior. So think through the following remarks before designing your character and characters cloth:
In this case, the whole trousers are skinned, only the end is simulated/animated with a few pendulum simulations.
Cloth Simulation - Principle Forces
To set up your cloth efficiently, a basic knowledge of cloth-simulation principles is crucial. One important concept of cloth in computer graphics is the use of stretch, shear and bend forces. Applying these three forces in combination with different strength, plausible cloth and different kind of textiles can be modeled.
Pic3: Stretch, shear and bend forces
To set up your cloth running at good performance, one more simple concept is important: the time-stepping of simulation. In between 2 rendered frames, there might be several physical sub-steps, propagating the cloth in time. This sub-step size, is set by the parameter Time Step. For example, if your game is running at 20 FPS, each frame needs 1/20 s = 0.05s; with a time step of 0.01s there will be 5 sub-steps per frame.
|The 20 FPS mentioned above are only used as an example to make the calculations easier; in reality, most games would require a minimum of 30 FPS to run smoothly.|
For more information on how to use VCloth, check the following pages: