*REDCLOTH,MODDING,KILLING MONSTERS cloak*

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this is possible for the source file in which the redcloth was made.
For 3D MAX, the "APEX cloth" parameter is a common modifier that can be canceled (removed).
By removing the APEX cloth modifier, you get the original mesh, this mesh can already be exported as obj format.

redcloth.jpg
 
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More than a year has passed since the technology of importing cloth into the game became available, we can summarize.

- a lot of "vanilla" redcloth is far from perfect and looks weird. Since there is no information from the developers how this was done, there is no support from which to build on when studying this new topic.

- cloth physics in the redcloth file itself is not identical to physics in the PhysX SDK module from 3DMAX.

- setting the physics of cloth by trial and error gives poor results with a low value of the sample, quantity and experimental method. It is critical here to have at least a general description of what exactly this or that term means.

- Antropomorphic capsules do not work in PhysX SDK 3.3.0, but standard ellipsoid capsules work well.
The main difficulty is creating something antropomorphic from a set of standard primitives.

- latch - nearest when creating a two-layer fabric strongly depends on the thickness of the layer.
Thickness from 0.1 to 0.5 centimeters leads to mixing of the layers.
Thicknesses between 0.5 and 1 centimeter can give good results.

- backstop only gives good results when you fine tune the entire applied vertex area. Local, by zone application of backstop gives better results than full for the whole model.

- the transition (junction) from mesh to cloth, criticality is sensitive to the presence of complete synchronization of the vertices.

- there is still no tool for importing an .apb file into the game, the presented version of Wolvenkit 1.6 generates a lot of errors and completely stops working after adding 15-20 .apb files to the created mod.
 
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