Rig Bake › Features › 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 browserNo 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.