Collisions between Nucleus objects

 
 
 

You can create collisions and interactions between nCloth, nParticle, and nHair objects if the objects are assigned to the same Maya Nucleus solver. Nucleus objects assigned to the same solver are affected by the solver properties in similar ways. For example, wind forces generated by the solver will cause the Nucleus objects to be animated in same direction as the wind force. However, depending on the object's individual attributes, such as Mass and Lift, these objects will react differently, and therefore, affects how Nucleus objects collide with each other.

For collisions to take place between Nucleus objects, the Collide attribute must be turned on for their respective nodes. In addition, for nCloth and nHair, you can set which of your nCloth object's components (Vertex, Edge, or Face) or nHair components (Vertex and Edge) collide with the nParticles by setting the Collision Flag drop-down list in the Collisions section.

By default all nParticle, nCloth, nHair and passive collision objects that belong to the same Nucleus solver collide with each other. If you do not want all the Nucleus objects in your scene to collide, you can assign them to different Nucleus solvers before or after you create the object. You can also use the Disable Collision or Exclude Collision Pairs to keep Nucleus objects from colliding with each other. See Disable Collision and Exclude Collision Pairs constraints.

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