Cloth

Capes that swing, flags that flap, sheets that drape. Put a Cloth under a mesh, pin one edge and press Play.

A Cloth makes the MeshPart it sits under hang and move like cloth in Play and renders; Edit doesn't simulate. Vertices on its Pin side stay on the MeshPart, so weld the MeshPart to a body part and the cape follows it. The rest swings under gravity and Wind and collides with the parts around it; Stiffness and Bend set how it stretches and folds. Every run gives the same frames. Bake the DataModel to keep them.

Properties

NameTypeDefaultDescription
Bendnumber0.1
0 to 1
How it folds: 0 folds freely, 1 is like paper.
Dampingnumber0.1
0 to 10
Air drag on the cloth.
Enabledbooleantrue
Pin("Top" | "Bottom" | "Left" | "Right" | "Front" | "Back" | "None")"Top"
Top, Bottom, Left, Right, Front, Back, None
The side whose vertices stay on the MeshPart; weld the MeshPart to a body part and the cape follows it.
PinDepthnumber0.05
0 to 1
The depth of the pinned band on the Pin side, as a fraction of the part's size.
Stiffnessnumber0.9
0 to 1
How it stretches: at 1 it doesn't stretch at all.
Thicknessnumber0.05
0 to 10
How far it stays off the parts it collides with.
Turbulencenumber0
0 to 1
Deterministic gusts that push each face along its normal.
WindVector30, 0, 0Wind in studs per second, in world space, pushing each face along its normal.
Statusread-only textProperties window onlyAfter a Bake, says whether it plays the bake or needs a Free bake to simulate.

Methods

NameArgumentsReturnsDescription
UseClothSheet()booleanGives the MeshPart a 32 x 32 grid Cloth sheet; shown only when its mesh is too coarse to fold.
From Instance 22