Creating Cloth Physics
Cloth Physics needs a skinned mesh, follow the steps in basic clothing until convert to skinned. See Clothing/Basic Clothing for more detail on how to add cloth component and to convert to skinned.
Attaching Cloth component
Once you have the skinned mesh attach the cloth component to the skinned mesh. To do so click on add component and search cloth and select it.
Cloth physics properties
The Cloth component provides a physics-based solution for the simulation of fabrics. Following are the various settings you can adjust.
Stretching Stiffness: Changes the stretching stiffness of the cloth.
Bending Stiffness: Bending stiffness of the cloth.
Use Tethers: Apply constraints that help to prevent the moving cloth particles from going too far away from the fixed ones. This helps to reduce excess stretchiness.
Use Gravity: Should gravitational acceleration be applied to the cloth?
Damping: Motion damping coefficient.
External Acceleration: A constant, external acceleration applied to the cloth.
Random Acceleration: A random, external acceleration applied to the cloth.
World Velocity Scale: How much world-space movement of the character will affect cloth vertices.
World Acceleration Scale: How much world-space acceleration of the character will affect cloth vertices.
Friction: The friction of the cloth when colliding with the character.
Collision Mass Scale: How much to increase mass of colliding particles.
Use Continuous Collision: Enable continuous collision to improve collision stability.
Use Virtual Particles: Add one virtual particle per triangle to improve collision stability.
Solver Frequency: Number of solver iterations per second.
Sleep Threshold: Cloth’s sleep threshold.
Capsule Colliders: An array of CapsuleColliders which this Cloth instance should collide with. Sine Space avatars already have capsule and sphere colliders. You do not need to attach any more.
Edit Constraints Tool
Selecting Edit Constraints will enter the editor into a mode to edit the constraints applied to each of the vertices in the cloth mesh. All vertices will be coloured based on the current Visualization mode to display the difference between their respective values.
Max Distance: is the distance a vertex is allowed to travel from the skinned mesh vertex position. The SkinnedCloth component ensures that the cloth vertices stay within maxDistance from the skinned mesh vertex positions. If maxDistance is zero, the vertex is not simulated but set to the skinned mesh vertex position. This behavior is useful for fixing the cloth vertex to the skin of an animated character - you will want to do that for any vertices which should not be skinned, or for parts which are somehow fixed to the character’s body (such as the waist of trousers, fixed by a belt). You can either select or paint constraints and set max distance. For example in a dress you don't want the top to move at all. The bottom below waist to move slightly and the near the legs to move most. You can select the distance for each part as shown below.
Preparing and adding Deletion Zones
You can now add deletion zones and prepare the clothing. See Clothing/Basic Clothing for more detail.
Add virtual goods script
Attach the virtual goods script and complete the submission process.
See Virtual Goods for more details on the virtual goods script.