ReCloth

Plugins + Scripts ReCloth

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ReCloth 1.3.0

A fresh, updated tutorial for the new workflow is up here (the old one is archived):
https://hub.virtamate.com/resources/recloth-tutorial.64519/

Authoring the new data (WrapEX, guide submesh assignment, posed wrap) requires Clothing Editor 1.2.0+:
https://hub.virtamate.com/resources/clothing-editor.63534/

Skinning
  • New Wrap-Only skinning path, now the default. Any existing clothing item can load ReCloth with no exported files at all - skinning quality comes from the wrap, so a correct wrap is now the foundation (see the tutorial).
  • BoneWeight path is offered in the chooser when a valid weights file is present. Still the way to go for fine bone influence control - see the tutorial on when to use which.
  • Refit now defaults to wrap. Morph nodes become legacy: still supported, but no longer recommended.
  • Per-bone pose rotation offsets with mirror pose and pose preset loading. Pairs with Clothing Editor's posed wrap to support bone weight skinning of non-T pose clothing.

Guide mesh rework
  • The guide mesh is now just a regular material/submesh of the clothing item, assigned via Clothing Editor's "Guide Submesh" selector.
  • Guide sim initializes from wrap data. No more separate file exports required.
  • Adaptive collider radii, baked from Clothing Editor, for accurate thick garment collision.
  • Guide Self Thickness: stops opposite sides of a thick garment collapsing through each other under compression.
Collision
  • Swept collision against moving colliders, controlled by the new Collision Sweep slider (0 = previous behavior). Fast limbs tunnel through cloth much less.
  • Collider friction is now read correctly from VaM's colliders, with a Collider Friction Mix control.
  • Collision solving reworked for stability: depenetration runs inside every constraint iteration, friction/bounce/collider motion apply in one final pass.
  • New controls under Advanced Collision: Motion Carry, Max Depenetration, Collision Interval.

Simulation and UI
  • Simulation tab redesigned: grouped into Solver / Fabric / Sim Texture / Collision / Guide Mesh sections. Integer counts are spinners, bounded floats are compact sliders, less-used groups fold away behind expanders. Controls that cannot do anything are hidden.
  • Per-material sim textures: one texture per submesh, so overlapping UV layouts across materials resolve correctly.
  • "Undress" button detaches all attachment constraints at once.
  • Slider renames for clarity - the four indistinguishable Collision* sliders are now Collision Strength / Max Depenetration / Motion Sweep / Collision Interval, "Detach Strength" is now Attachment Looseness, etc. Values are unchanged, only labels.
  • Quiet logging by default: a clean load prints two lines. Full init trace moved behind "Verbose Logging" on the Diagnostics tab.

Fixes
  • SELF:/ sim texture paths in clothing plugin presets now resolve against the item's own package, so packaged items can reference their own sim textures without pinning a package version.
  • Fixed sim textures dying after a clothing item reload ("Trying to use cached texture after it has been destroyed").
  • Fixed the double restore on clothing item reload that could switch the plugin off or lose settings.
  • Fixed "No bone weights available" spamming hundreds of error lines during reload.
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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