Make a mesh nCloth

 
 
 

To make a mesh nCloth

  1. In the scene view, select the polygon mesh you want to make nCloth.
  2. In the nDynamics menu set, select nMesh > Create nCloth > .

    The Create nCloth Options window appears.

  3. Turn on Local Space Output or World Space Output.

    If you select Local Space Output, the input and output meshes of the nCloth you want to create will both be affected by the Maya® Nucleus solver and they will share the same transform node. Also, the nCloth’s input mesh will always move with and follow its output mesh. Local Space Output produces the most predictable and desirable nCloth behavior.

    If you select World Space Output, only the output mesh of the nCloth you want to create is affected by the Maya Nucleus solver and the nCloth’s input and output meshes will each have their own transform nodes. Also, the nCloth’s input mesh will not move with and follow its output mesh. World Space Output is the most useful if you plan to export the cache of the nCloth you want to create.

  4. If you want to attach the nCloth you are creating to an existing Maya Nucleus solver, select the solver from the Solver drop-down list.

    If you want to create a new Maya Nucleus solver for the nCloth your are creating, select Create New Solver from the Solver drop-down list.

  5. Click Create Cloth.

    The nCloth object and its Maya Nucleus solver are created. The nCloth is a tessellated (internally) duplicate of the polygon mesh you selected that is driven by the Maya Nucleus solver. The nCloth node contains all the nCloth’s properties and various Maya Nucleus solver overrides. The nucleus node contains all the Maya Nucleus internal forces that drive the nCloth.

    The original polygon mesh is hidden and made the nCloth’s input mesh (original mesh’s Shape node). You can model the input mesh to change your nCloth’s topology.

The nCloth visible in the scene view is the nCloth’s output mesh (outputCloth). If you want animate (non-dynamically) your nCloth object, you should keyframe the output mesh.

Note

If you want to adjust your nCloth’s internal tessellation, you can do so with Quad Split drop-down list in the Mesh Controls section of the outputCloth node.

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