ClothingRipper — Controls Reference (v4.66)
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Every button / slider / toggle, grouped by tab, with what it does.


ALWAYS VISIBLE (top of every tab)
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• Selected Clothing — pick the sim clothing item to work on (equipped sim clothing is
  detected automatically).
• Use Global Settings (all items) — apply the setting sliders to EVERY item at once
  instead of per-item (the sliders are registered, so a scene can expose them as UISliders).
• Pre-Cut Into Pieces — slices the item into pieces, invisible until ripped (unless Show
  Cut Lines is on).
• RIP Selected Item — releases every piece of the selected item at once.
• RIP ALL Items — rips every detected item.
• Restore Selected — puts the selected item back together.
• Restore All — restores every item.


SETUP TAB
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• Number Of Pieces — how many fragments the garment is cut into.
• Random Seed — change it for a different random cut pattern.
• Cut Raggedness — jitters the tear lines (higher = more torn-looking, but border cloth a
  little floppier).
• Release Next Piece — drops pieces one at a time for a gradual tear.
• Click A Piece To Drop It (Space) — aim and press Space to drop just one piece while the
  rest stay on.
• Show Cut Lines (live preview) — opens the seams as thin slits on the worn garment so you
  can see where it'll tear; updates live as you change Number Of Pieces / Random Seed /
  Cut Raggedness / Seam Width.
• Save Preset (cut + settings) — saves the selected item's settings AND its exact
  drawn/open/random cut to its own folder (Saves/PluginData/ClothingRipper/<item>/), to
  reload later (even in other scenes).
• Load Preset — reloads a saved preset. On the SAME garment it restores the cut too; on a
  different garment only the settings apply.
• Save As Default For This Item — saves the current cut + settings as this garment's
  default, auto-applied whenever it's equipped (toggle off via Advanced > Auto-Load Default).


CUTS TAB  (draw your own cuts — desktop mouse OR VR controller)
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In VR: the right controller aims, holding the trigger is the draw button (= holding Space),
holding the LEFT trigger erases (= CTRL). Atom grab/move is auto-disabled while drawing.

• Draw Cut Mode — turn on to draw your own cut instead of using a random partition.
• Draw Tool:
    – Free — aim at the cloth, HOLD Space to paint the cut, CTRL+Space to erase.
    – Straight Line — Space at two points anywhere on screen; slices the body along that
      screen line (clean diagonals).
    – Plane — Space slices the garment along the chosen axis at the spot you aim (clean
      waist/side cut).
    – Edge Path — Space-click vertices; the cut threads along the mesh edges between clicks.
      CTRL+Space undoes the last segment.
• Plane / Line Axis — X / Y / Z / View axis used by the Plane and Line tools.
• Hide Body While Drawing — hides the body so an arm can't block your view of the cloth.
• Open Cut: slit (stays on) — draw an OPENING instead of detaching a piece: the garment
  stays on and just splits along your line (a shirt opens like a vest); the line need NOT be
  a closed loop. With Progressive Rip on, the slit opens GRADUALLY along the line over Rip
  Travel Time. Leave OFF to cut off real pieces.
• ↳ Open Cut: drop whole item — only matters with an Open Cut: ON makes RIP unpin the whole
  garment so it falls off along the slit; OFF leaves the opening on. With Progressive Rip on,
  it stays closed until RIP, then tears open and peels off along your line.
• Draw Brush / Band Radius (m) — thickness of the drawn cut.
• Apply Drawn Cuts (pre-cut) — applies your drawing (replaces Pre-Cut).
• Clear Drawing — erases the current drawing.
• Switch To Random Cut — discard the drawn cut and go back to random pieces.
• Seam Width (rings) — how many triangle rings are removed along the cut (1 = thinnest).
• Hide Over-Stretched Triangles — hides triangles stretched past the threshold below,
  killing the "spike to the floor" / stretchy-texture artifact and keeping the seam thin.
  Re-appears if the cloth comes back (e.g. reversing Rip Progress).
• Hide Above Stretch (× rest) — the stretch multiple at which a triangle gets hidden; lower
  hides stretching sooner.


RIP ANIM TAB  (how pieces come off when ripped)
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• Rip Burst Force (radial/outward) — blows each piece radially outward (its own direction,
  not one shared wind). 0 = just let them drop.
• Rip Burst Duration (s) — how long that outward push lasts.
• Fade Released Pieces After (s, 0=never) — fades a piece out once it's been off for N
  seconds; it keeps falling while it fades.
• Fade Duration (s) — how long the fade-out takes.
• Detach Duration (s, 0=instant) — ramps a dropped piece's pins to zero over N seconds (it
  sags, then falls) instead of letting go instantly.
• Detach Curve (higher = sags sooner) — shape of that fade: higher sags earlier for an even
  fall, lower holds then drops late.
• Progressive Rip (tears along the line) — the tear travels like a bolt of lightning over
  Rip Travel Time instead of opening all at once.
• Rip Travel Time (s) — how long a progressive tear takes end-to-end.
• Rip Direction — which way the tear sweeps: Bottom→Top, Top→Bottom, Left→Right, Front→Back,
  etc. (left/right & front/back follow the model's facing). For a DRAWN or OPEN cut the tear
  unzips along the cut line and this orients which end it starts from. "Along Cut Line" keeps
  the cut's own orientation; "Spread From Point" radiates from one corner.
• Rip Progress % (Pre-Cut first; animatable) — drive the tear by hand instead of by time:
  Pre-Cut, then sweep 0→100% along the Rip Direction. Animatable in Timeline at any pace, and
  REVERSIBLE — scrub it back and the cloth re-attaches. (Don't press RIP when using this.)


PHYS & SOUND TAB
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• Change Weight/Friction On Rip — ramps the cloth's Weight & Friction to the targets below
  when it rips (e.g. heavier so it falls faster). Restore puts them back.
• Rip Target Weight — target Weight (0–2) on rip.
• Rip Target Friction — target Friction (0–1) on rip.
• Weight/Friction Transition (s) — how long that ramp takes.
• Interactive Mode (pull pieces off) — after Pre-Cut, grab the cloth (VR / cloth grab sphere)
  and pieces tear off where you pull.
• Interactive Detach Threshold — how hard you must pull in Interactive Mode.
• Tear When Pulled (VR) — arms the cut WITHOUT ripping; grab the cloth on each side of the
  cut and pull, and it tears right where you stretch it, running along the cut as you pull.
  (Turn ON before Apply on an Open Cut so the slit stays closed until you pull it.)
• Tear At Stretch (× rest length) — how far a span must stretch before it gives (higher =
  tougher cloth).
• Loosen Cloth As It Tears — as a tear opens, the freed cloth near it unpins from the body
  and hangs slack like real ripped fabric (only around the cut, only once it starts tearing).
• Loosen Spread (rings) — how far the slack (and the peel) reaches from the tear.
• Loosen Strength — how fully the loosened cloth lets go (1 = fully limp).
• Unpin When Stretched (× rest, 0=off) — cloth near the cut peels off the skin once stretched
  past this multiple of its rest size, so a hard pull drags the surrounding garment loose
  instead of it staying glued on. 0 = off; lower = peels more easily.
• Play Random Rip Sound (off by default) — plays a random clip from the "Rip Sounds" folder
  next to the plugin on each rip. Drop your own .wav/.mp3/.ogg there and press Reload.
• Procedural Rip Sound (per-tear grains) — synthesizes a tiny "snap" for EVERY separation, so
  a slow/progressive or hand-pulled tear crackles and a fast one merges into a riiip. Best for
  the progressive / pull-to-tear / Rip Progress paths. Off by default.
• Rip Grain Density — how many grains per separation (thicker vs sparser crackle).
• Rip Grain Pitch — tunes the grain timbre lower/higher.
• Rip Sound Volume — overall rip-sound level.
• Reload Rip Sounds — re-scans the Rip Sounds folder (use after adding your own clips).


ADVANCED TAB
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• Save Computed Rip With Scene — keeps the cached cut so Timeline rips are instant on load.
• Auto-Detect + Precompute New Clothing — finds clothing equipped at runtime (no manual Scan)
  and precomputes its rip in the background, so it's included in RIP ALL and rips instantly.
• Auto-Load Default Preset On Equip — when on, a garment's saved default preset auto-applies
  when it's equipped / on plugin load.
• Debug: Piece Wireframe — shows the mesh with each piece colored and cut edges in red (open
  cuts: slit edges red, the rest cyan). Pre-computes the cut first if the item isn't cut yet,
  so you can preview where it'll tear.
• Debug: Log Analysis Report — prints diagnostics to the log.

MULTIPLE ITEMS / TIMELINE: each item gets its own trigger actions — "Rip: <item>",
"PreCut: <item>", "ReleaseNext: <item>", "Restore: <item>" — add them as Timeline (or any)
triggers. Per-item settings persist with the scene; the torn state does not, so trigger the
rip on load.
