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ClothWorks    v1.7.2

  • Overview
  • Quick Start
  • Documentation
  • Release Notes

ClothWorks is a cloth simulation extension for SketchUp.

Download the ClothWorks manual below:

ClothWorks Manual

Licensing Instructions

Feedback appreciated at ClothWorks forums page

You can also check out the detailed tutorials below:

Download the ClothWorks manual below:

ClothWorks Manual

Licensing Instructions

Download the ClothWorks manual below:

ClothWorks Manual

Licensing Instructions

Version 1.7.2 - August 11, 2019

  • Fixed UI on non-ascii Windows accounts. Thanks to summerson1990 for the report.

Version 1.7.1 - 10 August 2019

  • Fixed crash on Mac OS X. Thanks to jkeller3 for the report.

  • Added Spanish language. Thanks to Oxer for the translations.

Version 1.7.0 - 19 July 2019

  • Added Russian translation. Desired language is accessible from ClothWorks menu.

  • Added thickness generator for both cloth and strings. Cloth with thickness can be subdivided and draped/undraped, just like cloth without thickness. It is, however, not recommended to simulate cloth after generated thickness. Generating thikness, just like applying loop subdivision or laplacian smoothing, is for finalizing results.

  • Added a feature to simulate by parts. When simulation starts, objects assigned Void state subtract cloth and collider vertices overlapping their axes-aligned bounding boxes. Subtracted vertices are not included in simulation.

  • Added an option to draw cloth using SketchUp OpenGL API. Drawing cloth rather than transforming vertices guarantees a better performance, especially when simulating by parts. If Adaptive Remeshing is turned on, mesh resolution changes are drawn dynamically. When simulation is stopped, the original mesh is transformed/generated as necessary.

  • Reworked gizmo. The new gizmo allows for translating, rotating, converging, and diverging selected pin(s).

  • Fixed drag for strings.

  • Fixed freezing issue when applying loop subdivision to undraped cloth.

  • Completed the multi-threaded solver. If multi-threaded solver is turned on, most simulation tasks are distributed across all the available CPUs.

  • Completed adaptive remeshing. Now, both cloth and strings are both refined and coarsened. Additionally, simulation can now be stopped and resumed from an adaptively refined mesh. Note that an adaptively refined mesh cannot be recorded.

Version 1.5.2 - 18 December 2018

  • Fixed serious crash with 1.5.1. Update important!

Version 1.5.1 - 18 December 2018

  • Fixed the display of user manual PDFs on Mac OS X. Thanks to Oxer for the report.
  • Fixed licensing issue on Mac OS X, SketchUp 2016

Version 1.5.0 - 17 December 2018

  • Reworked the physics. Cloth and wires are now less prone to overlapping colliding opponents with small thicknesses and large velocities. Collision detection performance has been improved as well.

  • Added an option to control cloth/collider contact friction.

  • Added an option to simulate from selection.

  • Designed a different, more compact, faster-loading user interface dialog, which also unifies the material manager.

  • Added Adaptive Remeshing. When simulation runs, behind the scenes, cloth is now refined where curvature is greater than a certain threshold and coarsened where curvature is less than a certain threshold. Mesh refinement establishes higher resolution cloth in places where better quality is needed. Due to performance implications, cloth mesh changes are not rendered during simulation. Instead, they are generated whenever stopped. Whenever simulation is stopped, the original mesh is undraped and a new, higher quality mesh is generated in place. Later on, you can either delete/hide the unwanted mesh or simulate the wanted mesh from selection.

    As a note, when draping with Adaptive Remeshing, the visual, rendered mesh will usually overlap the colliding opponent; however, the actual mesh behind the scenes will usually wrap just fine. When simulation is stopped, the new, generated mesh will not be overlapping the collider.

    As an additional note, when simulating with Adaptive Remeshing ensure that cloth thickness is small enough to account for the spacing of the would-be refined mesh.

    As far as development goes, Adaptive Remeshing does not support mesh coarsening, a feature to reduce cloth resolution at places where grid is coplanar. Mesh coarsening is scheduled for later versions. Additionally, cloth with adaptive subdivision cannot be recorded for exporting into sequences.

  • Replaced functionalities to generate grids with quadrilateral, equilateral, and adaptive grids.

    Quadrilateral grid resembles the geometric pattern of original "apply grid" option.

    Equilateral grid resembles a hexagonal pattern. Unlike the quadrilateral, equilateral grid is balanced at all directions and is most suitable for simulating curtains.

    For performance trade-offs, the prerequisites for generating a quadrilateral and equilateral are strict. Initial geometry should consist of one quadrilateral face or two triplets, linked by one edge. If geometry consists of two triangles, the two triangles are not necessarily required to be coplanar. This allows generating grids with curvatures.

    Adaptive grid, on the other hand, has no prerequisites and is compatible with any geometry, including 3d structures. Adaptive grid is sensitive to boundary or non-smooth edges. Deliberately splitting faces with non-soft edges allows for imposing grid patterns. Adaptive grid is most suitable for complex cloth structures, such as tents.

    Quadrilateral grid is compatible with quad modeling, where diagonal edges are soft, smooth, and do not cast shadows. Equilateral and adaptive grids are not compatible with quad modeling; they do not have a notion of diagonals.

    The difference between quadrilateral and equilateral grid is their geometric structure. Because quadrilateral grid has no cross-diagonals, the cloth tends to stretch at cross-diagonal direction. This makes quadrilateral grid impractical for simulating hanging cloth. Equilateral grid is balanced at all sides, and is therefore, a practical choice for simulating hanging cloth.

  • Added cross-diagonal springs. To accommodate the quadrilateral grid pattern, an option to generate cross-diagonal springs was added. Using cross-diagonal springs for cloth with equilateral or adaptive grid pattern is not recommended.

  • Loop Subdivision and Laplacian Smoothing no longer shrink boundary edges.

  • Pins are now interpreted in form of local-axes-aligned boxes and may consist of many sub-instances, containing their own local-axes-aligned bounding boxes. Pin bounding boxes are used for capturing overlapping vertices. Vertices overlapping the local pin box spaces are locked in place. An option to visualize pin box spaces and control their padding was added to enhance user work-flow.

  • Fixed GIZMO scale for the movable pins option. Thanks to Ahmed0007 for the report.

  • On windows, added a threaded messagebox for aborting export process midway. At the moment, Mac OS X users have no way of aborting an export processes.

  • Exporting to other formats, like 3DS file sequence, now displays format-specific export options.

  • Added multi-threading. Multi-threading allows for performing simulation work in parallel by distributing work across all the available CPU cores. With the current version, only partial work is distributed across multiple threads; most work is still performed at the main thread.

Version 1.1.1 - 3 April 2018

  • Fixed converge/diverge pins on Mac OS X. On Mac OS X, hold SHIFT key to converge/diverge; on Windows, you can use both, CONTROL or SHIFT.

Version 1.1.0 - 31 March 2018

  • Fixed toolbar and dialogs on Mac OS X
  • Improved slider performance when simulation is active
  • Added a feature to split edges

Version 1.0.0 - 28 March 2018

  • Initial Release