Custom Mesh Quality
This parameter determines the number of simulation time steps and should be set to the same value as Maya's frames per second (fps).
Higher numbers result in more accurate simulations. For animations with significant changes in motion, we recommend a substep value of 5 or higher.
This option determines the sewing strength.
This option determines the sewing speed.
This option indicates how long the simulation will take. If the avatar is moving around before the clothes are fully dressed, reducing the Draping Time can reduce the amount of simulation time spent on the clothes.(If you need more Draping Time, change the Start Frame to a negative value).
This option controls gravity.
This function is for checking the collision of Pattern(Mesh).
This function is for checking the collision between the avatar and Pattern(Mesh).Turn off the Untangling option if the simulation is getting too much jitter.
This option allows changing the air resistance of surfaces. When used with the wind function, natural wind effects are possible.
It prevents unstable simulations that occur in areas with significant folding or intense pressure, such as the armpit, from taking place.
This feature disregards penetrations that may occur during simulations, wherein certain parts of the avatar, such as fingers, or specific sections of clothing, pass through the fabric without being affected.
Zelus Scene Array
This option sets the garment for the simulation. Click the + icon to assign garments to
zls file (*.zls)
Zelus Actor Array
This option sets the avatar for the simulation. Click the + icon to assign an avatar file like FBX or Metahuman.
LOD stands for Level of Detail. Lower values indicate higher quality. When using a MetaHuman avatar, it is important to match MetaHuman's ForcedLOD and Zelus Simulation Manager's LOD.
Fixed Frame Rate
This option makes the viewport render along the simulation frame.
When this option is off, the avatar animation will proceed regardless of whether the simulation is complete or not, but it will be slower and may cause bottlenecks as the simulation continues to compute along with the avatar animation. If you want to match the simulation and animation frames in the viewport, play the simulation with this option turned on.
Control Mesh division on this property. The lower the mesh quality, the larger the mesh size, making a simulation faster.
The higher the mesh quality, the smaller the mesh size becomes, making a more stable collision processing, leading to a more detailed garment. (max: 4)