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Description
Changelog
Reviews (2)

Bone Cloth sways the bones of hair, skirts, capes and tails with the character, and keeps them out of the body with collisions.

Wind video: https://youtu.be/nMj-gu3MNsc

Features

  • Sphere, capsule and plane collisions keep cloth out of the body.
  • Chains can be linked for skirts and capes, and long hair can part over the shoulders.
  • Eight presets to start from, editor gizmos, and docs in the editor (F1).
  • A BoneClothWind3D node blows hair and clothes, and keeps them moving while the character stands still.

Use

  1. Add a BoneClothSimulator3D under a Skeleton3D.
  2. Add a chain and set its root and end bones.
  3. Pick a preset from the node's toolbar menu.
  4. Add collisions under the simulator and set their bones.

The tutorial video on this page walks through these steps.

For wind, add a BoneClothWind3D anywhere in the scene and rotate it to aim. It blows along its -Z axis.

Requirements

Windows, Linux or macOS.

The cloth solver is ported from KawaiiPhysics (MIT).

Changelog for version v0.1.2

2026-11-10 06:39:43

No changelog provided for this version.

Reviews

Recommended by Gregor Lorenz - 08 November 2026

Thank you so much, from the bottom of my heart, for this extension. I recently tried to recreate Kawaii Physics for Godot myself, but it didn't occur to me to use the logic directly from Kawaii Physics. I spent quite a while trying to get a skirt working using SpringBoneSimulator3D, but I failed because of the lack of constraints. This add-on provides exactly those crucial constraints! Fantastic!

Recommended by JekSun - 07 November 2026

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