APEX Clothing Module From NVIDIA APEX previous page next page 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 Navigation next previous | NVIDIA APEX Documentation » previous page start next page