EZStaticCloth - Freeze rigid clothing parts onto bones or skin

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

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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 or a skin vertex, 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 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
  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: 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.
  5. Fine-tune with the sliders and 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.
  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.
  7. Static Enabled - freezes this group.
  8. Attach Mode - Bone or Vertex.
  9. 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.
  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. Save / Restore / Reset Sliders, Restore (Mirror X) - copy a setup to another group, or mirror it onto the other side.
  14. Anchor X / Y / Z - moves the mesh while the pivot stays pinned.
  15. Position X / Y / Z - moves mesh and pivot together. Y runs along the skin normal, X wraps around the body, Z runs up it.
  16. Rotation X / Y / Z - incremental dials; all three back at zero means no rotation.
  17. 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.

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.
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 or skin, 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 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。
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,钉在骨骼或皮肤顶点上,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
  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):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。
  5. 用滑杆微调,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。
  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。
  7. 启用静态——冻结本组。
  8. 绑定方式——骨骼或皮肤顶点。
  9. 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)。
  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. 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。
  14. 锚点 X / Y / Z——轴心不动,只移动网格。
  15. 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。
  16. 旋转 X / Y / Z——增量表盘;三个都归零即完全无旋转。
  17. 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。

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。
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),青色小点是骨骼或皮肤上的锚点,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
  • 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。
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