Skip to content

CreateCloth

The Create Cloth command is a one-step solution to setting up a cloth simulation.

It will add all the necessary objects and change the parameters as required.


First, select an object (which must be a polygon object or an object which, if made editable would become a polygon object) in the Objects Manager.

Then select Create Cloth from the X-Particles xpClothFX menu.

If no object is selected, or the selected object cannot be used for cloth (such as a null object or a spline), this command will create a new Plane object and create the cloth on that.

The following objects will now have been created (details for operation of each can be accessed by clicking on the link provided):

An xpClothDeformer, as a child object of the Plane.

xpClothDeformer

An xpCloth Tag, attached to the deformer.

xpCloth

An xpConstraints object.

xpConstraints

An xpGravity modifier, which makes the cloth fall, when the animation is played and can be disabled.

xpGravity

An xpEmitter.

xpEmitter

An xpCloth modifier.

xpClothModifier

In the xpEmitter, the following changes will have been made:

The Emitter Shape is set to Object, with the Plane as the source object (dropped into the Object field).

Emit From is set to Points, with the emission coming from the object’s points.

One Particle Per Source Element is enabled.

Emission is set to Shot.

The particle Speed value is set to zero.


The cloth simulation is driven by particles emitted from the object to be treated as cloth.

The cloth modifier works in a similar way to the ordinary particle deformer in that, if the particles move, the object vertices move with them.

To ensure that the cloth behaves correctly each particle is linked to its neighbors.

These links are known as ‘constraints’ and the xpCloth Tag has options for adding additional constraints, if desired.

The particles initially have no speed but the xpGravity modifier gives them speed on the negative Y-axis, so the cloth appears to ‘fall’.

You can remove that modifier if you wish and/or add another modifier which influences particle movement, such as xpWind or xpTurbulence.

From then on the ‘cloth’ object is completely controlled by the particles.

Most of the control over the cloth is given by the xpCloth Tag; in fact, the deformer and modifier have no parameters you can change.

This means you can use other components of X-Particles to add to the simulation.

Other modifiers, questions and actions, and collisions will all work, though not all will produce desirable results.


Copyright © 2026 INSYDIUM LTD. All rights reserved.