Cache
When this mode is active, the clothing engine plays a saved solution of the simulation. This allows you to quickly replay the process in the editor without having to wait for a recalculation.
Use this to set a time offset for the stored solution. Example: In the saved solution there is an animation that runs from frame 0 to frame 50. For example, if Start is set to 20 and you click Play, the animation will run from frame 20 to 70.
With this function you can load a cloth simulation into the memory. After clicking the button the animation will be played and loaded into the memory. At the end, the Save mode is automatically activated and the saved solution can be read.
This field shows what percentage of the scene has already been calculated.
This button deletes the saved calculation. After deletion, the cloth object is back in its initialization state.
Displays the memory requirements of the saved solution.
Occasionally, simulations behave differently in detail than one would actually wish: for example, when individual points enter a collision object. In this case, the saved solution can be adjusted. Proceed as follows:
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Click Calculate Cache or Cache Scene.
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Go to the animation frame where you want to change point positions.
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Switch to Points mode and move the corresponding clothing points.
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In the Basic tab, uncheck the Enable option.
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In the Cache tab, click Update Frame.
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Go to the next animation frame to be changed and do the following at point 4. further until you have changed all the animation frames you want.
With Save... it is possible to save the saved solution of the simulation, which was previously only saved in the working memory, as a file. The purpose of the action: the normal Undo function would be overwhelmed by the amount of data involved in editing the saved solution. You can therefore use Save to store a defined initial state and Load... to return to it at any time.
For the new simulation system, this button saves all other existing solutions. So you don't have to call each tag and save it separately.
The old spring-mass simulation system does not use this and the next command.
For the new simulation system, this button deletes all other existing saved solutions scene-wide. So you don't have to call each tag and delete it separately.