Cloth Simulation using Nvidia Apex

You can simulate clothes using Apex Cloth behavior  using Nvdia Apex technology for Cloth simulation.

Notice: These tutorials assume that you have installed the Nvidia Maya DCC plug-in for physX 3.4 from the Autodesk App Store

The first tutorial guides you through the basics of setting up a cloth with Nvidia Apex and using it for cloth simulation within Golaem.

You can find more information about the usage of this plug-in by reading the documentation embedded in older versions of the plugin on the Nvidia website

Here is a quick overview of the brush attributes you can paint on your clothes:

maxDistances Maximum distance of allowed movement for a vertex. This is centered on the vertex unless the backstop offset is negative. Paint this to 0 for any vertices that should not be simulated
latchToNearest 0 if the vertex should be simulated or 1 if it should find the nearest simulated vertex and move relative to it. Can be used to keep thickness for sleeve cuffs / dress hems, or to keep one side of double-sided clothing (two planes of meshes offset from one another)
backStopOffset the distance backwards along the normal to place the surface of the "backstop" sphere. A value of 0.0 roughly prevents the vertices from moving inside their skinned location. Negative values force the vertices outwards from their animated location.
backStopRadius the radius of the "backstop" sphere. Large values (e.g. 10x as big as the Max Distance radius) can be used to simulate a flat surface behind the clothing; smaller values curve the surface more obviously.

Once your first setup is done, you can customize Nvidia Apex cloth properties to imitate any cloth materials.

Last but not least, for more complex setup (e.g. garments), you can setup collisions between your character and your Apex cloth