EZStaticCloth - Freeze rigid clothing parts onto bones, skin or cloth

Plugins + Scripts EZStaticCloth - Freeze rigid clothing parts onto bones, skin or cloth

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中文说明见文末 ↓​
01_before_after.png
VaM wraps every piece of clothing onto the skin, so the hard parts of a garment - gems, buckles, metal trims, armor plates - bend and squash whenever the body underneath moves. EZStaticCloth freezes the parts you choose into a rigid copy and pins it to a bone, a skin vertex or another part of the same garment, so they keep their modeled shape in any pose.
Features
  • Three ways to split a garment - by Material, by Connected Island, or Manual Groups you pick yourself.
  • Pin to a bone, the skin or the cloth - Bone follows the joint; Vertex hugs the skin, twist included; Cloth rides another part of the same garment, cloth simulation included.
  • Pick with a preview - Ctrl+left-click the skin or the cloth. A wireframe, the surface normal and a ghost of the group show where it will land before you commit.
  • Auto Fit - one click puts the frozen copy back where the garment wraps it right now and works out the sliders for you.
  • Group flash - switching tabs outlines that group on the figure for a moment, so you always know which mesh you are editing.
  • Penetrating box select - one sweep grabs the islands in front, behind and hidden under the mesh.
  • Precise placement - Position / Rotation / Scale on surface-aligned axes, an Anchor offset, and a mirrored copy for the other side.
  • Clear gizmos - pivot, anchor, operation axes and a skeleton overlay.
  • Saved with scenes and clothing presets.
  • Light at runtime - while a garment is completely frozen, VaM's own skinning for it is switched off, so it costs about the same as a garment without the plugin. On a cloth-simulated garment, Cloth-mode parts are placed on the GPU straight from the simulation, with no lag behind the cloth.

Quick start
  1. Open the clothing item's Customize panel → Plugins → Add Plugin, choose EZStaticCloth.cslist, then Open Custom UI.
  2. Choose a Group Mode.
  3. Select a group tab and tick Static Enabled - this is the moment the part freezes and binds.
  4. Choose an Attach Mode:
    • Bone - pick a bone from the dropdown.
    • Vertex - turn on Pick Skin Vertex and Ctrl+left-click the skin.
    • Cloth - turn on Pick Cloth Point and Ctrl+left-click another part of the same garment (one that stays unfrozen).
    The group's centre lands on the point you pick.
  5. Fine-tune with the sliders - or press Auto Fit to put it back on the garment and let the plugin solve them - then save your scene.
02_panel_tour.png
  1. Group Mode - Material / Connected Island / Manual Groups. Each mode keeps its own settings, so switching back and forth loses nothing.
  2. Group Count - how many manual groups exist (Manual Groups only).
  3. Enable All Groups - turns Static on or off for every group at once.
  4. Show Gizmos - display only; not saved.
  5. Language - EN / 中.
  6. Group tabs - one tab per group. Switching tabs briefly outlines that group on the figure.
  7. Static Enabled - freezes this group.
  8. Attach Mode - Bone, Vertex or Cloth.
  9. Pick Cloth Point (new) - Ctrl+left-click a point on the rest of the garment to anchor the group there. In Vertex mode this spot is Pick Skin Vertex; in Bone mode it is the bone dropdown (hovering an entry flashes that bone on the figure) plus Snap to Bone.
  10. Follow Mode - Pos + Rot follows position and orientation; Pos Only follows position and keeps the character's orientation.
  11. Bind Point - Mesh Center or Mesh Origin. It is also the centre for rotation and scale.
  12. Re-align Axes - re-takes the bind snapshot at the current pose. The mesh does not move; skewed axes straighten out.
  13. Auto Fit (new) - puts the frozen copy back where the garment wraps this group right now and solves Position, Rotation and Scale Overall for it. Vertex and Cloth modes re-anchor on the point under the pivot; Bone mode keeps its bone. Per-axis scale and Anchor are reset.
  14. Select Islands / Clear - Manual Groups only (see below). Clear sends every island of this group back to Group 1.
  15. Save / Restore / Reset Sliders, Restore (Mirror X) - copy a setup to another group, or mirror it onto the other side.
  16. Anchor X / Y / Z - moves the mesh while the pivot stays pinned.
  17. Position X / Y / Z - moves mesh and pivot together. Y runs along the surface normal, X wraps around the body, Z runs up it.
  18. Rotation X / Y / Z - incremental dials; all three back at zero means no rotation.
  19. Scale X / Y / Z, Scale Overall - centred on the bind point.
Tip: hold Alt and scroll over a slider to nudge it. Scrolling without Alt pages the panel.

Cloth mode: pin a part to the garment itself
Some hard parts sit on other cloth rather than on skin - a brooch on a sleeve, a bow on a skirt, a flower on a ribbon. Cloth mode anchors such a group to a point on another part of the same garment, so it goes wherever that cloth goes, cloth simulation included.
05_cloth_mode.png
  • Turn on Pick Cloth Point. The garment surface you can anchor on is drawn as a wireframe (D).
  • Hover it: the triangle under the cursor (A), its smoothed surface normal (B) and a ghost of the group where it would land (C) follow the mouse.
  • Ctrl + left-click to anchor there. A plain click only shows a hint - it never deselects the person or closes the panel.
  • Cloth hidden behind the body cannot be picked, so a click never lands on the far side of the arm.
  • Only parts VaM still draws can carry the anchor: not the group itself, and not other frozen groups. Keep the part you anchor on unfrozen.
  • The anchor follows smoothed normals, so a part riding moving cloth stays steady instead of jittering.
Pick Skin Vertex works the same way on the skin: a wireframe, the nearest front-facing vertex with its normal, and the same ghost preview.

Group flash
06_group_flash.png
With several groups it is easy to lose track of which tab is which mesh. Switch to a tab and that group's outline pulses on the figure - three orange pulses over 1.2 seconds, drawn through the body so parts on the far side show too. It is display only: nothing is changed or saved.

Manual Groups and island selection
Group 1 is the default pool: every island no other group has claimed belongs to it, so nothing can go missing. Go to the tab you want to fill, press Select Islands, then:
  • Hover an island - it flashes.
  • Ctrl + left-click - add it to this group.
  • Alt + left-click - send it back to Group 1.
  • Ctrl / Alt + left-drag - box select. The box cuts through: islands in front, behind and hidden under the mesh are all taken.
  • Switching tabs while picking moves the selection to that group.
  • While picking, clicks in the scene do not change VaM's own selection.
  • Press Confirm Selection to apply. Closing the plugin panel also ends picking and applies.
Clear (under Select Islands) empties the group in one go: its islands fall back to Group 1.
03_manual_groups.png
A - group tabs: each group has its own overlay colour, and the group being edited reads brighter. B - Select Islands / Confirm Selection. C - the controls, always shown while picking. (The yellow box in the picture is an illustration of a drag.)

Gizmos
04_gizmos.png
Turn on Show Gizmos to see where a group is bound. The white ball is the pivot (bind point - rotation and scale act about it), the small cyan dot is the anchor on the bone, the skin or the cloth, and the red / green / blue arrows are the X / Y / Z axes the sliders move along. In Bone mode a skeleton overlay helps you find the right bone.

Good to know
  • Vertex, cloth and island picking use the desktop mouse. Closing the plugin panel ends any picking mode.
  • Cloth mode needs another drawn part of the garment to anchor on. If every other group is frozen, unfreeze one, then use Pick Cloth Point or Auto Fit.
  • Box select hits vertices: a box that falls between two vertices picks nothing.
  • After a big change of pose, press Re-align Axes if the axes look skewed - the mesh stays where it is.

中文说明
EZStaticCloth · 把服装的硬质部件冻结并绑定到骨骼、皮肤或服装表面
简介:
让宝石、扣件、护甲片保持刚性——把服装的部件钉在骨骼、皮肤或衣服自身的表面上。
01_before_after_zh.png
VaM 会把每件衣服包裹到皮肤上,所以衣服上的硬质部件——宝石、扣件、金属饰边、护甲片——会随身体一起弯折、被压扁。EZStaticCloth 把你选中的部件冻结成一份刚性副本,钉在骨骼、皮肤顶点或同一件衣服的其他部分上,任何姿势下都保持建模时的形状。
功能
  • 三种切分方式——按材质、按连通块,或你自己挑选的手动分组。
  • 绑定到骨骼、皮肤或服装表面——骨骼跟着关节走;皮肤顶点贴着皮肤走,包括自转;服装表面跟着同一件衣服的其他部分走,开了布料模拟也照样跟随。
  • 带预览的拾取——在皮肤或衣服上 Ctrl+左键点击。确认之前就能看到线框、表面法线和本组将落到位置的半透明预览。
  • 自动贴合——一键让冻结副本回到衣服此刻包裹它的位置,并替你反算出滑杆值。
  • 分组闪烁——切换页签时,人物身上对应那组的网格会闪几下描边,随时分得清正在编辑的是哪块网格。
  • 穿透框选——拖一次就能把正面、背面和被网格挡住的孤岛一起选上。
  • 精确摆放——沿贴合表面的操作轴调位置 / 旋转 / 缩放,另有锚点偏移,并能一键镜像到另一侧。
  • 清晰的辅助显示——轴心、锚点、操作轴和骨架叠加。
  • 随场景和服装预设一起保存。
  • 运行时开销低——一件衣服全部冻结时,VaM 对它自身的蒙皮计算会被关掉,开销与不装插件的衣服相当。开了布料模拟的衣服上,服装表面模式的部件直接在 GPU 上按模拟结果摆放,不会落后于布料。

快速上手
  1. 打开服装的 Customize 面板 → Plugins → Add Plugin,选择 EZStaticCloth.cslist,再点 Open Custom UI。
  2. 选择 分组模式(Group Mode)。
  3. 切到要处理的组页签,勾选 启用静态(Static Enabled)——这一刻完成冻结和绑定。
  4. 选择 绑定方式(Attach Mode):
    • 骨骼——从下拉框选一根骨骼。
    • 皮肤顶点——打开 拾取皮肤顶点(Pick Skin Vertex),Ctrl+左键点击皮肤。
    • 服装表面——打开 拾取服装表面点(Pick Cloth Point),Ctrl+左键点击同一件衣服的其他部分(那部分要保持不冻结)。
    本组的中心会落到你选的点上。
  5. 用滑杆微调——或者按 自动贴合(Auto Fit) 让它回到衣服上、由插件反算滑杆——然后保存场景。
02_panel_tour_zh.png
  1. 分组模式——按材质 / 按连通块 / 手动分组。每种模式各自保留设置,来回切换不会丢。
  2. 分组数量——手动分组的组数(仅手动分组可用)。
  3. 启用全部分组——一次开关所有组的静态。
  4. 显示坐标轴——仅用于显示,不存档。
  5. 语言——EN / 中。
  6. 组页签——每组一个。切换页签时,人物身上对应的那组会短暂描边闪烁。
  7. 启用静态——冻结本组。
  8. 绑定方式——骨骼、皮肤顶点或服装表面。
  9. 拾取服装表面点 (新)——Ctrl+左键点击衣服其余部分上的一个点,把本组锚定到那里。皮肤顶点模式下这里是 拾取皮肤顶点;骨骼模式下换成骨骼下拉框(悬停选项时人物身上对应的骨骼会闪烁)和 归位到骨骼(Snap to Bone)。
  10. 跟随方式——位置 + 朝向:位置和朝向都跟随;仅位置:只跟位置,朝向保持人物整体朝向。
  11. 绑定点——网格中心或网格原点,同时也是旋转与缩放的中心。
  12. 重置操作轴——以当前姿态重新拍绑定快照。网格不动,歪掉的操作轴会重新变正。
  13. 自动贴合 (新)——让冻结副本回到衣服此刻包裹本组的位置,并求出对应的位置、旋转和整体缩放。皮肤顶点和服装表面模式会改锚到轴心下方的点;骨骼模式保留所选骨骼。分轴缩放与锚点会被重置。
  14. 选择孤岛 / 清空——仅手动分组(见下文)。清空会把本组的孤岛全部退回第 1 组。
  15. 保存 / 恢复 / 重置参数、恢复(X 镜像)——把一套参数复制到别的组,或镜像到对侧。
  16. 锚点 X / Y / Z——轴心不动,只移动网格。
  17. 位置 X / Y / Z——网格和轴心一起移动。Y 沿表面法线,X 环绕身体,Z 沿身体向上。
  18. 旋转 X / Y / Z——增量表盘;三个都归零即完全无旋转。
  19. 缩放 X / Y / Z、整体缩放——以绑定点为中心。
提示: 按住 Alt 在滑杆上滚动滚轮可微调。不按 Alt 时滚轮用于翻页。

服装表面模式:把部件钉在衣服自己身上
有些硬质部件并不贴着皮肤,而是长在别的布料上——袖子上的胸针、裙子上的蝴蝶结、飘带上的花。服装表面(Cloth) 模式把这样的组锚定到同一件衣服其他部分的某个点上,那块布料走到哪它就跟到哪,开了布料模拟也一样。
05_cloth_mode_zh.png
  • 打开 拾取服装表面点。可以锚定的服装表面以线框显示 (D)。
  • 鼠标悬停时,光标下的三角形 (A)、它的平滑表面法线 (B),以及本组将落到位置的半透明预览 (C) 会跟着鼠标走。
  • Ctrl + 左键点击 即锚定到该点。只点左键只会给一次提示——不会取消选中人物,也不会关掉面板。
  • 被身体挡住的布料无法拾取,所以点击不会落到手臂背面去。
  • 只有 VaM 仍在绘制的部分才能当锚点:本组自身不行,其他已冻结的组也不行。被锚定的那部分要保持不冻结。
  • 锚点跟随的是平滑后的法线,部件骑在运动的布料上也稳,不会抖。
拾取皮肤顶点 在皮肤上的用法一样:同样有线框、离光标最近的正面顶点及其法线,以及同样的落点预览。

分组闪烁
06_group_flash_zh.png
分组一多,很容易分不清哪个页签对应哪块网格。现在切到某个页签,人物身上那一组的轮廓就会闪烁——1.2 秒内闪 3 次橙色描边,并且透过身体显示,背面的部分也看得到。它只用于显示,不改动也不存档任何东西。

手动分组与孤岛选择
第 1 组是默认池:所有未被其他组认领的孤岛都归它,所以不会有孤岛凭空消失。切到要填充的组页签,按 选择孤岛(Select Islands),然后:
  • 悬停孤岛——会闪烁。
  • Ctrl + 左键点击——加入本组。
  • Alt + 左键点击——退回第 1 组。
  • Ctrl / Alt + 左键拖动——框选。框是穿透的:正面、背面、被网格挡住的孤岛都会被选上。
  • 拾取过程中切换页签,选择目标会跟着换到那一组。
  • 拾取期间,点击场景不会改变 VaM 自身的选中。
  • 按 确认选择(Confirm Selection) 应用。关闭插件面板也会结束拾取并应用。
清空(Clear)(在选择孤岛下方)一次清空本组:它的孤岛全部退回第 1 组。
03_manual_groups_zh.png
A——组页签:每组有自己的叠加颜色,正在编辑的那组更亮。B——选择孤岛 / 确认选择。C——操作说明,拾取期间始终显示。(图中的黄色方框是拖动框选的示意。)

辅助显示(Gizmos)
04_gizmos_zh.png
打开 显示坐标轴(Show Gizmos) 可以看到本组绑在哪里。白球是轴心(绑定点,旋转与缩放绕它进行),青色小点是骨骼、皮肤或服装表面上的锚点,红 / 绿 / 蓝箭头是滑杆移动所沿的 X / Y / Z 操作轴。骨骼模式下还会显示骨架叠加,方便找到要绑的骨骼。

须知
  • 皮肤顶点、服装表面和孤岛的拾取都使用桌面鼠标。关闭插件面板会结束所有拾取模式。
  • 服装表面模式需要衣服上还有别的、仍在绘制的部分可以锚定。如果其他组全都冻结了,先解冻一组,再用 拾取服装表面点 或 自动贴合。
  • 框选按顶点命中:框落在两个顶点之间时什么也选不到。
  • 姿态变化很大后,如果操作轴看起来歪了,按 重置操作轴——网格会留在原地不动。
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  1. v13 - Cloth mode, Auto Fit, pick preview, group flash

    New Cloth attach mode - pin a frozen part to a point on another part of the same garment. It...

Latest reviews

Positive
Version: 13
Posted:
This plugin is amazing; it solved so many problems.
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Positive
Version: 13
Posted:
Great thanks to master lulu,this is definately another much underestimated plugin for clothing creators. Though stopper's Attach To Vertex can do the same thing for rigid parts to attach to clothing, but yours greatly simplify the process, no need to create cua and shipping with accurate anchor point selection.
Upvote 0
Positive
Version: 13
Posted:
A very impressive work, it feels like it has a lot of functions, but it's really complicated. I've been studying it for a long time and I don't even know what it's for. Does it only make sense for specific clothing, such as clothing that is separated and not connected together like yours? However, thank you very much for your contribution no matter what. So many functions must have taken a lot of effort, thank you very much
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