os, quat, baseMaterial );
				arm.castShadow = true;
				arm.receiveShadow = true;

				// Glue the cloth to the arm
				const influence = 0.5;
				clothSoftBody.appendAnchor( 0, arm.userData.physicsBody, false, influence );
				clothSoftBody.appendAnchor( clothNumSegmentsZ, arm.userData.physicsBody, false, influence );

				// Hinge constraint to move the arm
				const pivotA = new Ammo.btVector3( 0, pylonHeight * 0.5, 0 );
				const pivotB = new Ammo.btVector3( 0, - 0.2, - armLength * 0.5 );
				const axi