apparel
draw flat pattern pieces, sew them into a garment around a body, and drape the cloth with a physics simulation.
Apparel follows the order a tailor works in: cut flat pieces, sew their edges together, let the cloth fall. Each stage is a mode, and each leaves its result in the timeline, so you can go back and change a seam or a fabric and re-drape.
pattern
Choose Apparel ▸ Pattern ("Flat pieces, seams and notches"). It's a 2D workspace seen from above. Draw each piece as a closed outline with the sketch tools, then press Draft pattern: every closed loop becomes a piece, and a loop inside another becomes a hole.
| tool | key | adds |
|---|---|---|
| Notch | <kbd>N</kbd> | a mark on an edge, to match pieces |
| Grain line | <kbd>G</kbd> | the direction of the weave |
| Label | <kbd>L</kbd> | a name on a piece |
| Buttons · Buttonholes | <kbd>B</kbd> | placed by clicking the piece |
| Embroidery | a logo stitched onto a piece, from a picture's dark marks (auto, satin or fill stitch) | |
| Seam allowance | extra width round each piece, 10 mm by default | |
| Grade | resize the pattern to XS, S, M, L or XL by its grade rules |
Per piece you can set a fabric, a cut quantity and whether it is mirrored. The pattern exports a DXF cut file and an SVG, which you ask the modeler to declare. Already have a design in CLO 3D or Marvelous Designer? Import CLO reads a .zprj: its outlines and seams become an ordinary pattern, and its finished drape comes in as a fixed result.
garment
Choose Apparel ▸ Garment ("Sew the pieces onto the avatar").
- Arrange (<kbd>A</kbd>) places the pieces round a body. Pattern is the pattern to use and Avatar is any body in the model: a mannequin you imported or built from primitives. Layout is Ring around the avatar, Front / back or Row, with a Gap of 60 mm. Drag a piece's frame to adjust it.
- Sew (<kbd>W</kbd>) joins two edges: click Side A and Side B on the flat pattern. The panel shows both lengths and warns when they differ by more than 10%. Reverse flips side B if the seam twists. Ease gathers extra length of A into the middle of the seam. Mirror A and Mirror B pick the mirrored copy of a piece.
- Pin (<kbd>P</kbd>) holds points at positions in space while the cloth falls, for a drawstring or a gathered neck. Ease in (s) moves the pins to their targets over time instead of snapping them.
drape
Choose Apparel ▸ Drape ("Simulate the cloth"). The Simulate panel takes the Garment, an optional Collider (the body it hangs on, and anything else it falls over) and a Preset: Cotton, Denim, Silk, Jersey, Leather, Canvas or Muslin. Sliders refine Stretch, Bend, Weight (30–1000 g/m²), Thickness, Damping and Friction; Reset to preset undoes them.
Solver settings: Spacing (triangle size, 8 mm; 2–50), Duration (3 s; 0.1–30), Frames / s (30; up to 60), Gravity, Substeps (4), Iterations (8), Seam ramp and Stop when settled. A Floor adds a surface at a height you choose.
Press Bake. A progress bar counts frames, then Play scrubs the result (<kbd>Space</kbd>). Unchanged inputs return a cached bake instantly; any change to the pattern, seams, pins, body or settings bakes again.
Exports: GLB (the draped cloth), the DXF cut file, and a render.
limits & good to know
- No self-collision. Cloth can pass through itself, and a thin or sparse collider can let it slip through. Give a body a solid surface, raise Thickness for loose fabrics, or add a broad stand-in shape.
- Fabric colour is paint only; changing it never re-bakes.
- Bakes are physics, not a fit guarantee. Check seam lengths first: they sew cleanly when sides match within 10%.
- An imported CLO drape is shown as it came; ixi doesn't re-simulate it.
related
checked against the product · 2026-10-23