The second step in creating
realistic cloth effects is to make your nCloth object interact with
its environment, and have the objects and surfaces in its scene
deform the nCloth and drive its movements. You can do this by making
each surface the nCloth comes into contact with during its simulation passive
To create passive collision objects for
- Select the table.
nMesh > Create Passive Collider > .
Collide Options window appears.
- Select nucleus1 from the Solver drop-down
list and click Make Collide.
The table polygon mesh
is converted to a passive collision object, and an nRigid handle
appears at the center of its mesh in the scene view. You can use
the table’s nRigid handle to quickly select its nRigidShape node
in the Hypergraph or its tab in the Attribute
The table is also now
a member of the nucleus1 Maya Nucleus system.
Window > Hypergraph: Connections to
view the new node connections for the table in the Dependency Graph
the passive object properties node which carries all the passive
object attributes for the table.
- Close the Hypergraph and
play back your table cloth’s simulation.
The table cloth now collides
with the table. The table cloth now interacts with the table because
the table is a member of the table cloth’s nucleus1 solver system.
NoteYou may need to increase
the total number of frames on your time line for the table cloth
to collide with the table.