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Cloth

The cloth solver is a position-based-dynamics (PBD) mesh simulator suitable for flags, capes, banners, and any draping fabric.

Create

Menu What you get
Simulation > Create nCloth Patch (8×10) 80-vertex patch, fast iteration
Simulation > Create nCloth Patch (12×14) 168-vertex patch, more detail

A flat rectangular sheet appears at the cursor. Use the Move tool to position it and the Rotate tool to orient.

Pin vertices

A cloth patch with no pinned vertices falls to the ground (or floats in zero gravity). Pin the corners or edge to attach it.

  1. With the cloth selected, switch to vertex mode (V).
  2. Lasso the vertices you want pinned.
  3. Simulation > Cloth > Pin Selected Vertices.

Pinned vertices are locked to their initial positions (or, with Pin to Placement, glued to another placement's transform). A flag-pole + flag is pin-the-leftmost-vertices to the pole.

Parameters

In the Properties pane:

Parameter Default Effect
stretch_stiffness 0.95 How resistant to stretching (1.0 = inextensible)
bend_stiffness 0.5 How resistant to folding
damping 0.1 Velocity damping per step
friction 0.4 Self-collision friction
thickness 1.5 px Self-collision thickness
affected_by_wind true Whether forces in the scene apply
iterations 8 PBD constraint iterations per step (more = stiffer / more stable)

For a flag, default values work. For a stiff cape, raise bend_stiffness to 0.8. For a sheer veil, lower stretch_stiffness to 0.5.

Wind

Simulation > Forces > Add Wind… adds a global wind to the scene. The cloth's affected_by_wind: true opts it in.

Wind parameters: direction (vector), strength (px/s²), turbulence (0..1), noise scale (in pixels).

A flag-on-pole with a 200 px/s² wind at 0.3 turbulence reads convincingly. Animate the wind direction over a few seconds for gusts.

Self-collision

Off by default (cheap). Toggle self_collide on in the Properties pane for capes that fold over themselves; runtime cost roughly 2x's.

Collision with other objects

The cloth collides with placements tagged as collider. Mark a placement as collider in its Properties pane > Simulation > Acts as Collider. Useful for a cloth draping over a model.

Cache

Running a simulation through the timeline auto-caches the result. The cache lives next to the project file at <project>.esk/sim_cache/<placement_id>.bin. Re-scrub plays back from the cache instantly.

To force a re-sim: Simulation > Recompute Cache or change any simulation parameter (the cache invalidates automatically).

Bake

Simulation > Bake to Keys writes per-frame keys for every vertex on the cloth's animation track. The cloth-sim solver is then removed; the placement plays back as a hand-keyed mesh.

Bake before exporting if you want predictable runtime behavior that does not depend on the runtime re-simulating.

See also