• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
ReCloth

Plugins + Scripts ReCloth

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Updates

  • Pushout updates
    • Pushout now has two separate sliders: Global and Additional
      • 1778693636168.png
    • Global push out is applied to entire clothing mesh. Works similar to VaM's surface offset.
    • Additional pushout is applied only when mesh is below skin surface. This was the same push out from previous version
    • Pushout now can be selectively disabled by masking the submesh:
      • 1778693750697.png

  • Skinning updates:
    • Reworked skinning flow. Now multiple ReCloth instances should no longer have a significant performance drop.
    • Multiple perf optimization to compute dispatches
    • Added bone offset controls.
      • 1778694146164.png
      • This allows non-bind pose clothing mesh. Typical usage: heels, A-Pose based clothes.
      • Recommended to use with Clothing Editor's posed wrap
        • Can load the same pose preset saved from Clothing Editor.
      • Detailed guide WIP.

  • Sim updates:
    • Sim texture can now be set under sim tab.
    • 1778694210023.png
    • Changed Friction (old) to Bounce Absorb (Thanks to @Spirison for spotting the issue)
    • Added actual surface friction
    • 1778694320295.png

Fixes

  • Fixed json restore order that may some time cause restore issues
  • Fixed an issue where when "Sim Enabled" is unchecked, and "Use Guide Mesh" is checked, the clothing mesh would be stuck in place
  • Fixed an issue where legacy smoothing will make mesh disappear on even iteration values.
  • Added smoothing (Legacy) for guide mesh. Iteration can be adjusted under simulation tab
    • Mesh boundaries are excluded from smoothing
  • Added simulation passthru for hard pinned vertices in Guide Mesh Sim. Now if a clothing vertex has guide mesh nodes that are hard pinned, and their weight sum > 0.8, the clothing vertex will use its bone skinning result directly
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