CRYENGINE supports bone-chain cloth simulation. It is based on a bone set-up created in various software packages and then exported to the engine. If you have read the documentation on rope setup, your understanding of this should be much better as the two setups are very similar.
The spaces between the verts are converted into a triangular mesh that is generated automatically by the engine. This mesh serves as hit detection for bullets and generates force to pull the verts of the cloth around. The actual collision is only happening on the points generated from the bones exported. Enabling physics debugging in the character editor will display these points.
Here are the guidelines to setting up character cloth:
Here is the list of controls of the cloth properties:
Additionally, you can use p_max_bone_vel cvar to limit the velocities the physics solver thinks the bones move with (and which it thus tries to match). if you are experiencing rough behavior on fast animations with the default value, try reducing it to 3 or 4.
Since SDK 3.6.8 it's also possible to use vertex cloth (with the same setup requirements as for a standalone cloth entity - which are exact physicalization of the render mesh and having attached vertices with a black vertex color) in a bone .cgf attachment.
p_draw_helpers
Same as p_draw_helpers_num, but encoded in letters
Usage [Entity_Types]_[Helper_Types] - [t|s|r|R|l|i|g|a|y|e]_[g|c|b|l|t(#)]
Entity Types:
t - show terrain
s - show static entities
r - show sleeping rigid bodies
R - show active rigid bodies
l - show living entities
i - show independent entities
g - show triggers
a - show areas
y - show rays in RayWorldIntersection
e - show explosion occlusion maps
Helper Types
g - show geometry
c - show contact points
b - show bounding boxes
l - show tetrahedra lattices for breakable objects
j - show structural joints (will force translucency on the main geometry)
t(#) - show bounding volume trees up to the level #
f(#) - only show geometries with this bit flag set (multiple f's stack)
Example: p_draw_helpers larRis_g - show geometry for static, sleeping, active, independent entities and areas