APEX Clothing lets artists quickly generate characters with dynamic clothing to create an ultrarealistic interactive gaming experience.
APEX Clothing provides cross-platform support and is built on top of the APEX Framework, which means it provides easy-to-use scalability controls for different gaming platforms. Integrating the APEX Framework into your game engine allows artists and game developers to use existing APEX modules—APEX Destruction and Vegetation—and future modules, knowing that they will interact properly with Clothing.
You can use APEX Clothing to simulate any type of clothing—coats, robes, skirts, dresses, and scarves—and even hair
Key features of APEX Clothing include:
Artist-focused tools to ensure turnkey solutions
Full artist control over clothing settings and behavior (such as motion radius, stretching, damping, and bending)
Full and partial physical simulation of cloth
Support for bone collision as well as A-collision
Cross-platform support (PC, PC+GPU, PS3, Xbox360, and Wii)
Ease of scalability for different gaming platforms
Level of Detail control
Support for single-layered cloth and thick clothing
Support for soft bodies (Future offering)
APEX Clothing Tool
APEX Clothing is artist focused and the authoring tool is intuitive and easy to use. This feature ensures that artists can quickly generate fully simulated and realistic clothing without an extensive knowledge of the underlying PhysX SDK. The tool gives artists full control over clothing motion as well as other clothing parameters like stretching, bending, and dampening. Plus, a preview window within the tool shows the actual simulated clothing, dramatically reducing iteration time for creating realistic clothing.
We provide APEX Clothing tools for Maya and 3ds Max, plus in standalone form.
APEX Clothing Integration
Simutronics integrated APEX Clothing into HeroEngine, a Massive Multiplayer Online Game (MMOG) engine. Characters in MMOG games usually change direction rapidly (from one frame to the next), based on user input and when HeroEngine artists used APEX Clothing to add physics to various clothing elements, none of the animations needed to be changed. The Level of Detail control empowered HeroEngine to use lots of characters onscreen simultaneously without performance degradation.
Other Examples of Clothing
Nurien Software used APEX Clothing on the attached Demo. Notice that Clothing improves the character’s appearance and provides a realistic game setting because the secondary motion of the dress and the hair clearly enhances the character.
Take a look at a few in-game videos (below) that demonstrate how clothing interaction was added quickly and easily to an existing game.
Soft Body Dynamics There is planned support for soft bodies so that artists can specify areas of any animated character that should behave like flesh. The result will produce characters with lifelike appearance and behavior.
In the videos above, a character from HeroEngine was quickly converted to soft bodies.
The authoring pipeline will be similar to the Clothing pipeline.