APEX Clothing lets artists quickly generate characters with dynamic clothing to create an ultra realistic 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 e.g. APEX Destruction, 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
- Full and partial physical simulation of cloth
- Support for bone collision as well as backstop (A-collision)
- Cross-platform support (PC, PC+GPU, PS3, PS4, Xbox360, Android and iOS)
- Ease of scalability for different gaming platforms
- Level of Detail control
- Support for single-layered cloth and thick clothing
- Support for soft bodies
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 DCC plugins, both 3ds Max and Maya, provide artists full control over clothing motion as well as other clothing parameters. Plus, a preview window within the tool shows the actual simulated clothing, dramatically reducing iteration time for creating realistic clothing. (see also 3dsMax Tutorials and Maya Tutorials).
APEX Clothing Examples:
Wushu Clothing Demo - GDC2013
Each Wushu character consists of roughly 10K simulated verts. Self-collision allows the use of multi-layered clothing and therefore enables the next generation of clothing simulation.
BioShock Infinite is a first-person shooter video game developed by Irrational Games, and published by 2K Games. The game is using APEX Clothing for Elizabeth which helps to provide a more realistic character interaction for PC/Xbox360 and PS3.
Clothing in Batman Arkham City (and other clothing examples) - GDC2012
APEX Clothing was used in Batman Arkham City for several characters (e.g. Bruce Wayne and several thugs and villains) as well as for numerous ambient cloth effects (e.g. ground debris like money, posters and paper).
Samaritan Demo (EPIC)
EPIC used APEX Clothing for the trenchcoats of the UE3 Samaritan demo to ensure the clothing behaves much more realistic. In the video below you can see the trenchcoat of the main character in a separate clothing map with even all the little buckles moving properly.
The same character can be seen in the Samaritan demo below:
Note: APEX Clothing and APEX Destruction is already integrated into the UE3 March QA 2011 and will be updated continuously.
QQDance 2 is using PhysX Cloth to provide more realsim to their characters
Mafia 2 (2K Czech)
Mafia 2 is using APEX Clothing for Vito’s trench coat and the jacket as well as some of the NPC’s. Physically simulated clothing provides a much more immersive environment in the game especially since in this demo clothing even reacts based on the force fields created by the explosions.
Clothing Demo (CCP)
CCP integrated APEX Clothing into their engine and used it for both clothing and hair simulation. The results, as seen in the video below, provide incredible evidence of what can be achieved using APEX Clothing. The cloth and hair move based on secondary motion and provide a much higher degree of realism. In addition, the hair reacts properly when sliding the hand through it.
Hero Engine (Simutronics)
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.