Looma · Cloth wrinkles for real-time

Simulated folds.
Real-time cost.

Looma turns cloth simulation into pose-driven wrinkle maps. Its Unreal Engine runtime reads the skeleton every frame and plays them back: folds that follow the body, at a fixed shader cost.

Windows x64Unreal Engine 5.8Chaos Cloth
Pose
Wrinkle maps

    As the arms rise, the folds follow: five wrinkle maps of a T-shirt pattern hand over to each other, live in your browser. An illustration of the job the Unreal runtime does every frame.

    Works with
    Unreal Engine 5.8Chaos ClothFBX & OBJPose Wrangler RBFClaude & Codex via MCP
    The problem

    Cloth has always made you choose.

    Painted on

    One normal map for every pose

    The folds stay put while the body moves under them. Players don't name it — they just feel the cloth is dead.

    Simulated everywhere

    Fine folds need dense cloth

    Small wrinkles want dense meshes and heavy solvers. Fine for a hero shot; the budget runs out long before a crowd does.

    Sculpted by hand

    A map per pose, weeks per garment

    And the maps never quite agree with each other, so wherever two of them blend, the folds shimmer.

    Looma is the third way: folds simulated offline, pose by pose, from one consistent cloth — then played back from the skeleton for the price of a few texture samples.

    Two halves, one pipeline

    An atelier for the maps.
    A runtime for the motion.

    Most of the craft happens in Looma, where cloth is simulated, baked and refined into maps. The runtime carries the result into the game, where it has to hold up at sixty frames a second.

    Desktop app for Windows

    Where the maps are made.

    A native application that takes a garment from FBX to a finished set of wrinkle maps: pose library, cloth simulation, wrap, bake, paint, sculpt and blend preview — in one window, without Maya.

    • Built-in cloth simulation on CPU or GPU, pose after pose
    • Raycast and surface-projection normal bakes
    • Blend Space: check any mix of poses before Unreal does
    • Maps land in your Unreal project by themselves
    Explore Looma → Native C++ · Windows x64
    Unreal Engine 5.8 plugin

    Cloth Wrinkle Solver

    The runtime half of Looma: an AnimGraph node and a component that read the pose every frame and drive the cloth material. One material graph, however many poses you add.

    • Folds that follow the body, frame by frame
    • No empty frames, no popping between poses
    • An analyzer that picks the poses from your animations
    How it works

    Unreal picks the poses. Looma makes the maps. Unreal plays them.

    In Unreal

    Analyse

    The analyzer reads your animations and picks the poses worth a wrinkle map.

    In Looma

    Simulate

    Bring the pose set into Looma and simulate the whole set, on CPU or GPU.

    In Looma

    Bake & refine

    Wrap the simulated cloth onto your game mesh and bake. Paint, sculpt, and preview any blend.

    In Looma

    Pack & send

    Two maps per texture if you like. They arrive in your Unreal project and are imported for you.

    In Unreal

    Play

    Every frame the runtime reads the skeleton and shows the folds that fit the pose.

    Looma

    Everything between the simulation and the texture.

    Every step that used to need Maya, a simulator, a baker and a texture editor — in one native window, with one undo history and one scene file.

    Pose library

    Pull poses from animation takes, or author new ones by turning joints.

    Cloth simulation

    Built-in solvers on CPU or GPU, with pause, resume and grabbing the cloth right in the viewport.

    Wrap & bake

    Carry the simulated folds onto your game mesh and bake by raycast or surface projection.

    Paint & sculpt

    Smooth, repair seams, clone. Sculpt a pose with brushes, masks and layers — and re-bake.

    Blend Space

    Mix poses and see exactly the cloth the game will show, before it ever reaches Unreal.

    Zones

    Paint regions of the garment, mirror them, and decide per pose where the cloth hugs the body.

    Export & pack

    Pick the final maps, pack two into one texture, and send them straight to your Unreal project.

    Assistants

    Let Claude or Codex prepare, check and start bakes in your Looma window through MCP.

    Cloth Wrinkle Solver · Unreal Engine 5.8

    Folds that follow the body, frame by frame.

    The runtime reads the driver bones every frame and shows the folds that fit the pose — the ones you simulated and approved in Looma.

    • No empty frames.Wherever the pose goes, there are folds. They don't drop out between the poses you authored.
    • No popping.Moving from one pose to the next is a smooth hand-over, not a switch.
    • Calm on fast motion.A guard on how quickly folds may change keeps snaps and quick turns from flickering.
    • One material graph.New poses are new slices of a texture array. The shader and its cost never change.
    1material graph for any number of poses
    2wrinkle maps packed into one texture
    3garment regions on one mesh, each with its own poses
    0manual imports — maps arrive from Looma by themselves
    In the lab

    Cloth is where we start.

    The same idea — heavy simulation offline, light playback in the engine — goes well beyond wrinkles. Here's what we're building next.

    In development

    Deformation to rig

    Turn complex deformation into a game-ready skinned rig that runs in any engine.

    In development

    Cloth from video

    Film a fabric, get a Chaos Cloth asset tuned to match it — and optimised for games.

    Research

    Physics over animation

    A physical layer on top of your animation: characters that react to the world without losing their performance.

    Questions

    Before you ask.

    Didn't find yours? Write to us — we read everything.

    Do I need Maya or Python?

    No. Looma is a standalone Windows application. Bring a skinned garment as FBX, the body as FBX, and your poses — Looma does the rest.

    Can I use my own cloth simulator?

    Yes. Looma can export per-pose collider clips for an external simulator, and it bakes from any high-resolution OBJ that sits in the same space as your game mesh.

    Which Unreal versions and platforms?

    The runtime targets Unreal Engine 5.8 on Win64 and is built for Chaos Cloth. Looma runs on Windows x64.

    Can I keep my own cloth material?

    Yes. Drop our material function into it, or have the runtime write one scalar parameter per pose and wire them however you like.

    What does it cost at runtime?

    A fixed handful of texture samples per pixel and a small per-character solve on the CPU. Adding poses changes neither.

    Bring a garment. We'll show it moving.

    We're onboarding a small group of studios for early access. Send us your cloth and a few animations, and we'll take it through the pipeline with you.