There are different ways of setting up cloth simulation on Golaem
characters. The main difference between them is the speed, quality of
simulation and ease of setup.
This page provides an overview of each method and redirect on detailed
tutorials.
Nvidia Apex Cloth Simulation
The Apex Cloth Simulation provides the best compromise between quality,
ease of setup and performance.
Pros & Cons:
Quality: Apex simulation provides very good results, especially when
dealing with collisions where other methods may fail
Ease of setup: wether relying on the automatic mode or on the Nvidia
tool, the setup is relatively easy to do
Performance: Apex simulation is way faster than nCloth simulation.
However it is still slower than the other methods replaying baked
simulation
For an example of using a pre-configured asset (flags in CharacterPack),
see Adding Flags
The Geometry Behavior enables to replay baked cloth simulation on a
character. It is very fast and easy enough to setup, but except when
dealing with simple cases it is not very flexible.
Pros & Cons:
Performance: replaying baked simulation is VERY fast. That is why this
method can be useful is you need 50 000 flags in a stadium and do not
really care about animation/simulation sync
Quality: the simulation being baked, it will not react to your
character animation. It may not be a probable when dealing with a
flag, it is a big problem when dealing with a cape and a walking
character