中文说明见文末 ↓
Features
- Three ways to split a garment - by Material, by Connected Island, or Manual Groups you pick yourself.
- Pin to a bone or a skin vertex - Bone follows the joint; Vertex hugs the surface, twist included.
- 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.
Quick start
- Open the clothing item's Customize panel → Plugins → Add Plugin, choose EZStaticCloth.cslist, then Open Custom UI.
- Choose a Group Mode.
- Select a group tab and tick Static Enabled - this is the moment the part freezes and binds.
- Choose an Attach Mode: pick a Bone from the dropdown, or use Vertex - turn on Pick Skin Vertex and Ctrl+click the skin. The part's centre lands on the anchor you pick.
- Fine-tune with the sliders and save your scene.
- Group Mode - Material / Connected Island / Manual Groups. Each mode keeps its own settings, so switching back and forth loses nothing.
- Group Count - how many manual groups exist.
- Enable All Groups - turns Static on or off for every group at once.
- Show Gizmos - display only; not saved.
- Language - EN / 中.
- Group tabs - one tab per group.
- Static Enabled - freezes this group.
- Attach Mode - Bone or Vertex.
- Pick Skin Vertex - Ctrl+click a skin vertex to anchor the group there. In Bone mode this spot shows the bone dropdown instead (hovering an entry flashes that bone on the figure) plus Snap to Bone.
- Follow Mode - Pos + Rot follows position and orientation; Pos Only follows position and keeps the character's orientation.
- Bind Point - Mesh Center or Mesh Origin. It is also the centre for rotation and scale.
- Re-align Axes - re-takes the bind snapshot at the current pose. The mesh does not move; skewed axes straighten out.
- Save / Restore / Reset Sliders, Restore (Mirror X) - copy a setup to another group, or mirror it onto the other side.
- Anchor X / Y / Z - moves the mesh while the pivot stays pinned.
- Position X / Y / Z - moves mesh and pivot together. Y runs along the skin normal, X wraps around the body, Z runs up it.
- Rotation X / Y / Z - incremental dials; all three back at zero means no rotation.
- Scale X / Y / Z, Scale Overall - centred on the bind point.
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.
Gizmos
Good to know
- Vertex and island picking use the desktop mouse.
- 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或皮肤
简介: 让宝石、扣件、护甲片保持刚性——把服装的部件冻结下来,钉在骨骼或皮肤顶点上。
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。
- 绑定到骨骼或皮肤顶点——骨骼跟着关节走;顶点贴着表面走,包括自转。
- 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。
快速上手
- 打开服装的 Customize 面板 → Plugins → Add Plugin,选择 EZStaticCloth.cslist,再点 Open Custom UI。
- 选择 分组模式(Group Mode)。
- 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。
- 选择 绑定方式(Attach Mode):从下拉框选一根骨骼,或者用皮肤顶点——打开 拾取皮肤顶点(Pick Skin Vertex),Ctrl+点击皮肤。部件中心会落到你选的锚点上。
- 用滑杆微调,保存场景。
- 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。
- 分组数量——手动分组的组数。
- 启用全部分组——一次开关所有组的静态。
- 显示坐标轴——仅用于显示,不存档。
- 语言——EN / 中。
- 组页签——每组一个。
- 启用静态——冻结本组。
- 绑定方式——骨骼或皮肤顶点。
- 拾取皮肤顶点——Ctrl+点击皮肤顶点,把本组锚定到那里。骨骼模式下这里换成骨骼下拉框(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)。
- 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。
- 绑定点——网格中心或网格原点,同时也是旋转与缩放的中心。
- 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。
- 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。
- 锚点 X / Y / Z——轴心不动,只移动网格。
- 位置 X / Y / Z——网格和轴心一起移动。Y 沿皮肤法线,X 环绕身体,Z 沿身体向上。
- 旋转 X / Y / Z——增量表盘;三个都归零即完全无旋转。
- 缩放 X / Y / Z、整体缩放——以绑定点为中心。
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。
辅助显示(Gizmos)
须知
- 顶点拾取和孤岛选择使用桌面鼠标。
- 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。