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Rig BakeFeatures › Browser-based cloth simulation

Browser-based cloth simulation

Turn capes, flags, banners and clothing meshes into physically simulated cloth — then bake the motion into spritesheets or effects shots.

Open Rig Bake — free, in your browser

No sign-up. No upload — models stay on your machine. Works in any WebGL 2 browser.

Add a Cloth component to any mesh in your scene and it becomes simulated fabric, solved with a Verlet/position-based dynamics solver running locally in your browser on top of the bundled Ammo.js physics engine.

Solver controls

  • Gravity, damping, stiffness and wind strength.
  • Quality slider (4–40 constraint iterations) to trade speed for accuracy.
  • Play / pause / stop-and-reset controls for iterating on the look.

Cloth-ready mesh preparation

Real-world fabric meshes rarely come simulation-ready, so Rig Bake includes preparation tools:

  • Flatten on import — keep the mesh as-is, unfold it by UVs, flatten to a best-fit plane, or resample it as a clean 24×24 grid.
  • Decimation — quadric edge-collapse simplification for heavy meshes (over ~3000 vertices), preserving UVs and colors.
  • Region painting — brush directly on the mesh to mark which vertices are free-flowing cloth and which are pinned rigid, with all-cloth, all-rigid and auto-pin-top-edge shortcuts.

From simulation to game asset

Combine cloth with an animated character (attach a cape to a bone via the attachment system), then bake the whole thing into a 2D spritesheet using time-based baking — the wind-blown flag becomes a looping sprite animation.

Frequently asked questions

Does the cloth interact with character animation?

Yes — pin the attachment edge of a cape or flag, attach it to a bone, and the simulation reacts as the character moves.

My cloth mesh is a crumpled scan — can I still use it?

Yes. The flatten dialog can unfold it by UVs, project it to a best-fit plane, or replace it with a clean simulation grid.

Does this need a powerful GPU?

No — the solver runs on the CPU with adjustable iteration count, and decimation keeps vertex counts manageable.

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