Navigation
next
previous
|
NVIDIA APEX Documentation
»
APEX Clothing Module
¶
Contents:
Module Documentation
Introduction
Animation and Simulation
Run Time
Time stepping
Authoring
Clothing Types
Immediate Clothing
Skinned Clothing
Examples
Features
Physical LoD
Rendering
Collision with the Character
Simulation Normals
Rendering Normals
Tangent Space
Cloth Behavior
Debug Visualization
Serialization
Programmers Guide
Introduction
Overview
Runtime Interfaces
Initialization
Loading the Clothing Module
Loading Assets
Instantiating Actors
Stepping the Simulation
Implementing the Render Interface
Buffered calls & Multithreading
Using Morph Targets (also known as Blend Shapes)
Colliding with the Environment
Authoring Interfaces
Initialization
Graphical Mesh
Physics Mesh
Creating the Clothing Asset Authoring Object
Scaling at Export
Saving & Loading the Asset
Progress Listener
Clothing Tool
Getting started
Input Mesh
Select Sub-mesh
Manipulating the View
Paint Graphics Mesh
Sub-mesh Subdivision
Culling
Histogram and multiple physics meshes
Generate collision volumes
Automatic Generation
Inflation
Manual generation
Deformable Parameters
Static Parameters
Flags
Clothing Material
Material Libraries
Materials
Clothing material
Single Layered Clothing
Use Input Mesh
Modify Cloth Mesh
Save/Run
Multilayer Clothing
Step 1) Create an Iso Surface
Step 2) Simplify the Iso Surface
Step 3) Tetrahedralize
Step 4) Start Simulation
Simulation
Actions
Info
Actor Count
PhysX run time Parameters
APEX run time Parameters
Animation
Visualization
Graphical Mesh
Painting
Cloth Mesh
Collision
Iso Mesh
Tetras
Misc
Clipping
Animation
Original Mesh
Apex Mesh
SDK Visualization
APEX PhysX Mesh
APEX PhysX Max Distance
APEX Skeleton
APEX Graphical Mesh
ClothingActorFlags
Shaders
Misc
API
¶
Clothing API
Table Of Contents
APEX Clothing Module
API
Previous topic
ParamTool
Next topic
Module Documentation
Quick search
Enter search terms or a module, class or function name.
Navigation
next
previous
|
NVIDIA APEX Documentation
»