How do i make cloth?

APEX data is loaded into a skeletal mesh and can be associated with a particular section / material. Once associated, the original section’s triangles are hidden and the render data from the APEX file is used instead. You can reimport the FBX and the APEX data will remain. You can also reimport the APEX data at any time. Selecting “None” in the material’s Clothing combo box or removing the APEX asset from the mesh will recover the original FBX vertex data for the section. With multiple submeshes in one APEX file, it’s possible to have multiple sections simulated as a single piece of clothing (eg a jacket with a metal button material and leather material).

  1. Import an FBX file for your skeletal mesh and open it up in Persona.
    Persona.jpg
  2. Choose “Add APEX clothing file…”
    Select an APEX clothing asset file that corresponds to your skeletal mesh. It can contain multiple submeshes.
    Rename the Asset Name to something sensible if you like.
    Persona2.jpg
  3. Notice Clothing combo boxes have appeared in the Materials section. Selecting a clothing asset (and submesh, if the asset contains multiple submeshes) will replace that section with the APEX clothing asset’s vertex data and associate it with the simulation mesh.
    Persona3.jpg
    Persona4.jpg
    Persona6.jpg
  4. There are a few visualization options available in the “Show” menu in the Persona viewport. These options only appear when cloth sections are mapped
    Show Menu.jpg
  5. If a skeletal mesh has LODs and the Apex Clothing asset also has LODs, “Enable Clothing LOD” check box will appear below Clothing combo box.
    ClothLOD.jpg