Note
- Turn on in the nucleus tab to enable floor collisions for your nCloth.
- During simulation, Maya reduces the relative (nClothShape node) of objects so that they do not overlap at the start frame. This avoids sudden popping at the start frame, but in some
cases, may cause added friction. You cannot see the effects of the thickness reduction in the scene view. To avoid this, model
the start state so that the surfaces with thickness do not overlap. In addition, you can use nSolver > Initial State > Resolve Interpenetration to fix subtle overlaps.
See also nDynamic Collisions.
To create an nCloth collision object
- In the scene view, select the polygon mesh you want to make an nCloth passive object.
- Select the nCloth for which you want to create the passive object.
- In the menu set, select nMesh > Create Passive Collider.
The polygon mesh you created becomes a collision or passive object of the nCloth you selected. The passive object is connected to the nCloth’s Maya Nucleus solver through a nRigid node.
To set how your nCloth and passive objects collide
- In the scene view, select the nCloth or passive object for which you want to edit its collisions.
- In the , select your nCloth (nClothShape) or passive (nRigidShape) object’s tab.
- In the section, set the .
specifies the amount of force generated when nCloth or passive collision objects collide with other Nucleus objects. At the
default value of 1, the objects fully collide with other Nucleus objects. Values between 0 and 1 dampen the full collision,
while 0 turns off the object's collisions.
- In the section, set the .
specifies the type of collision of your nCloth or passive object. For example, if you set to , then your nCloth or passive object’s collisions are tested for only.
To produce good collisions, nCloth and passive objects that are part of the same Maya Nucleus system should have the same
settings.
Setting collision layers
You can specify whether or not certain nCloth objects and passive objects that are part of the same Maya Nucleus system collide
with each other by using collision layers. The attribute on your nClothShape node determines on which collision layer each nCloth and passive object is placed, and the attribute on your nucleus node determines how nCloths and passive objects on different layers collide. For more information on these collision layer
attributes, see Collision Layer and Collision Layer Range.
Note
Passive objects in collision layers only collide with nCloth objects that are in the same collision layer, or in layers of
higher value.
To stop nCloths, passive objects, or their components from colliding
You can use the to create a vertex map or texture map that dampens or disables collisions on nCloth and passive collision object components. See Paint nCloth property maps
Note
If you want to disable object components from collisions, ensure that areas are painted completely black. Use an brush with no dropoff, such as
and ensure that the is set to 1.0. Areas of the nCloth or passive collision mesh that are shades of gray will collide.
You can also use a constraint to stop nCloth, passive objects, or their components from colliding. See Creating a Disable Collisions constraint.
Increase the accuracy of your nCloth collisions
To increase the accuracy of your nCloth collisions
- Select the nCloth or passive object for which you want to increase its accuracy and improve its collisions.
- In the do the following:
- Adjust the of your nCloth or passive object. Select the nClothShape or nRigidShape tabs, and in the section, change the value. For best results, the collision volume should appear to cling closely to your nCloth.
- Adjust the of your nCloth object. Select the nClothShape tab, and in the section, change the value.
- Adjust the for your nCloth object. Select the nClothShape tab, and in the section, change the selection in the drop-down list. Face creates the most accurate collisions and creates the least accurate collisions.
- Adjust the for your nCloth. Select the nClothShape tab, and in the section, change the selection in the drop-down list.
- Increase the number of collide iterations for your nCloth by adjusting its attribute in the section of its nucleus tab.
- Resolve interpenetration for your nCloth by adjusting its , , and attributes in the section of the nClothShape and nRigidShape tabs.