The VCloth in CRYENGINE needs two meshes: One mesh is used for simulation and one mesh is used for rendering - the latter mesh is skinned according to the simulated mesh. While it's possible to use the same mesh, it's recommended to tweak the simulation mesh according to your needs. Additionally, you might use a hi-res mesh for rendering and a low-res mesh for simulation, which would improve the overall performance considerably.

Cloth Setup

Create a Simulation Mesh out of your Render Mesh. When doing this, consider the following:

Pic1: A hi-res render mesh and a lo-res simulation mesh

At the end of the process, your cloth should look something like this in Maya:

Pic2: Cloth ready to be exported

Cloth Export to CRYENGINE

CRYENGINE needs some additional metadata for cloth meshes. These metadata can be generated by the Resource Compiler (RC) of the CRYENGINE. However, if the metadata is missing, these data sets are generated by the CRYENGINE on the fly - which would result in stuttering at run-time, since the pre-process is probably too expensive for a smooth run-time experience. Therefore, it is strongly recommended to use one of the following exporting methods to include the metadata in the exported skin file.

There are two ways of exporting cloth to the CRYENGINE. If you have the latest exporter-plugin, the exporting process is fairly simple and is described below. If your plugin is outdated, you might use the second way of exporting.

Method 1: Export - using Plugin


Method 2: Export - using RC command-line commands