- Bone should be named as follows: "Rope<number> Seg<number>".
- Segment numbers should be dual digits i.e. "Seg01"," Seg 02", etc. If the amount of bones simulated goes over three digits, all bones should be named in three digits i.e. "Seg001"," Seg002", etc. "Seg" can be replaced with another prefix (or removed completely), but it has to be the same for all bones.
- The segments of the same cloth should have the same "Rope" number.
- The segments of the same cloth should be named sequentially starting with "Seg01" being the very first bone to be simulated.
- The hierarchy of the joints should be going from top to bottom as in a regular bone chain.
- Last bone being simulated in each strand should never be the last bone in the strands hierarchy. It always needs a terminating bone. The terminating bone should still be following the naming convention of the strand-bones (i.e. Rope1 Seg04 in the picture above is the last bone simulated in the first strand. The terminating bone is Rope1 Seg05. The next strand continues by starting with the bone Rope1 Seg06.
- For the cloth to be in a loop (i.e. skirt) the first bone of the first strand should have the word "loop" in it's name like - Rope1 Seg01loop.
- It is most important to note that a .cdf file must be made from the chr file. This will allow in depth customization of the simulation. Load the .chr file into the character editor and create a new bone attachment with the rope root set as the attachment then select the box in the bottom labeled "PhysPropsAlive..."