Add Cloth Colliders to actors

Applying cloth simulation to actors adds realism and dynamism in their every movement. Adding cloth colliders greatly enhances the effect. Cloth colliders can prevent cloth from penetrating into the meshes of the actor. To add cloth colliders, you must enable the NVIDIA Cloth Gem.

For more information, see the NVIDIA Cloth Gem documentation.

Add Cloth Colliders to an actor

  1. In O3DE Editor, choose Tools, Animation Editor.

  2. In the Animation Editor, on the right side of the menu bar, choose Physics from the drop-down list. This changes the layout.

  3. Choose File, Open Actor, and select your actor.

  4. In the Skeleton Outliner, select the joint that you want to add the cloth collider to.

  5. Right-click the selected joint, and then choose Cloth, Add collider. You can add colliders (capsules or spheres). You can also copy them from Hit Detection, Ragdolls or Simulated Objects.

Add cloth collider to character.

  1. The Cloth Colliders tab shows you the list of cloth colliders of the selected joint.

  2. Adjust the dimensions, offset, and rotation of cloth colliders.

Adjust cloth collider added to character.

  1. Choose File, Save Selected Actors.

Copyright © 2026 DawnEngine. All rights reserved.

DawnEngine is a commercial 3D engine distributed under the DawnEngine end-user license agreement. Engine binaries and source are proprietary and are not covered by the licenses below.

Documentation only: the prose and templates on this site are a derivative work of Open 3D Engine (O3DE) documentation by the O3DE Contributors, used under CC BY 4.0 (documentation content), Apache 2.0 (site code), and the MIT license (inline code samples).

The open-source 3D engine that DawnEngine is built on top of is Open 3D Engine . DawnEngine is not affiliated with, endorsed by, or sponsored by The Linux Foundation or the O3DE project. “O3DE” and “Open 3D Engine” are trademarks of The Linux Foundation.