Workflow

A Cloth neXt session, step by step

Everything happens in Blender's Physics properties and viewport. The steps below follow one garment from mesh to cached playback.

  1. Prepare geometry

    Use the character and garments you already have

    Bring in the animated character and the garment meshes. Cloth topology must stay constant across the bake, and soft bodies need a closed, manifold surface.

  2. Assign roles

    Tell each object how it takes part

    A role decides which controls appear and how the object enters the shared solve. The floating viewport toolbar puts the choice one click away.

    • ClothGarments and other thin fabric
    • ColliderStatic or animated obstacles, including characters
    • Cable / RopeStraps, cords and strings
    • Soft Body · Rigid BodyClosed volumes and solid props
    • ForceGravity, wind and air from Empties
  3. Materials and constraints

    Pick a fabric, then attach it

    Choose one of 75 presets and adjust only what the shot needs. Attach the garment with vertex-group pins, or with soft constraints that follow animated targets.

    Pins and constraints

  4. Validate

    Run Scene Health before you bake

    Validation reports setup problems with stable CNX codes. Solver quality presets, from Low to Extreme, trade setup speed against final accuracy.

  5. Bake

    Start the bake and follow it

    Set the frame range and bake. The Bake Companion shows the current frame, time remaining and CPU, RAM and VRAM load while you keep working in Blender.

  6. Review and recover

    Play back, rebake or resume

    The result returns as a versioned playback cache. If a long session ends unexpectedly, resume from the last verified checkpoint instead of starting over.

    • PlaybackCached result plays in the Blender timeline
    • RebakeChange a setting and rebake the range
    • RecoverResume from the last verified checkpoint
    • DiagnoseRead the first CNX error, then export a support report
Learning Center

Tutorials for each step

Installation, the first simulation, pinning, animated colliders and recovery, with screenshots.