Tensor-Cloth the Bidirectional Physics Engine
Added
Bake to PC2 vertex cache. Export the simulated cloth to a PC2 file read by a Mesh Cache modifier on a non destructive duplicate. The copy renders correctly and exports to Alembic. Set a scene or custom frame range, keep or drop the existing modifiers, hide the source after export.
Fixed
Undo no longer closes Blender. Pressing Ctrl+Z after a build could delete the rigid bodies while Bullet was still using them. Build and Rebuild now push their own undo step.
Rebuild stays on its object. If the active object changes while Rebuild is running, the operation is cancelled with a clear message instead of building on the wrong mesh.
Handlers cleared after undo and redo. Simulations removed by undo no longer leave an active handler behind.
Safe Delete works from the Outliner. Objects selected in the Outliner are now recognised, and normal deletion is left untouched when no simulation is involved.
Improved
Bake panel split in two steps. Bake Rigid Body World and Bake to PC2 are now separate, numbered sections.
Error logging. Every bake failure reports its specific cause, from an unsaved file with a relative path to a missing Rigid Body World.
Existing scenes work as before. Simulations built with v1.7.3 open and rebuild normally.
Fixed
Frame-safe file saving. Closing a file at any frame no longer corrupts the simulation. Reopen, go to frame 1, press Rebuild, and the source mesh returns to its original rest pose.
Improved
Error logging. Clearer messages for faster troubleshooting and support.
Existing scenes work as before. Applies to simulations built with v1.7.3 onwards.
First public release of Tensor-Cloth. Cloth that acts on rigid bodies instead of only reacting to them.
Rigid body chain solver. Every face becomes a rigid body linked by Generic Spring Constraints inside Blender's own physics world, so cloth and solid objects influence each other in both directions.
Anchor system. Pin any part of the cloth in place with anchor vertex groups.
Stitching. Join cloth areas by edge or by proximity.
Attach to external rigid bodies. Connect a simulation to rigid bodies already in your scene.
Preset library. Full set of ready-made material and behaviour presets.
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