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 nCloth Examples

nCloth Examples

nCloth Confetti
                
               
             
             
            
            nCloth Zipper
          
       
       
       
       
      
      This example will show you how to create a zipper
         for your nCloth.
      
      Set up the zipper
         
         In order to create a zipper, you will first
            create a pair of nCloth objects for the zipper to connect.
         
         To
            create the Input Mesh for your cloth
         
         
            - Select 
                        Create > Polygon Primitives > Plane > 
.
               The Polygon Plane Options window
                  opens.
               
             
            - Select Edit
                  > Reset Settings.
            
 
            - Set
               the Plane options as follows:
               
                  - Width
                        divisions: 6
                  
 
                  - Height
                        divisions: 6
                  
 
               
             
            - Click Create.
               
Maya creates a plane centered at the origin.
               
             
            - Select 
                        Create > Polygon Primitives > Plane.
               
A second plane identical to the first plane
                  is created in the same position. 
               
             
         
         To
            place the planes side by side
         
         
            - Select
               the second plane.
            
 
            - Open
               the Channel Box.
 
            - Set TranslateX to
               1.
               
The second plane moves to the right such that
                  the edges of the two planes touch.
               
             
         
         To
            make the planes nCloth
         
         
            - Click
               the first plane and 
-click
               the other to select both. 
             
            - Select 
                        nMesh > Create nCloth.
               
Maya makes the planes nCloth.
               
             
            - Playback
               the simulation.
               
The planes fall. 
               
             
         
         To prevent the cloth from uniformly falling,
            you need to constrain its corners.
         
         To
            constrain the corners of the cloth
         
         
            
-select
               both nCloth planes.
             
            
-click
               the nCloth and select Vertex from
               the marking menu to switch to Vertex mode.
               The planes’ CVs appear.
               
             
            - Select
               the CVs on the outer corners of each plane for a total of four selected
               CVs.
            
 
            - Select 
                        nConstraint > Transform.
            
 
            - Playback
               the nCloth simulation.
               
The pair of nCloths are now held in place by
                  their corners. Both cloths fall at the point where they join.
               
             
         
         To
            join the two nCloths at their center
         
         
            - Select
               both nCloths.
            
 
            - Switch
               to Vertex mode.
               
The nCloth CVs appear.
               
             
            - Select
               all the CVs for both nCloths along their intersection.
               
NoteSince the edges of both nCloths are on top
                     of each other you may have difficulty choosing all the CVs on both
                     planes. To make this process a bit easier, you can move the planes
                     slightly apart from each other and then select the CVs. If you do
                     this, make sure to return the planes to their original position before
                     continuing with this example.
                  
                
             
            - Select 
                        nConstraint > Component to Component.
            
 
            - Playback
               the nCloth simulation.
               
The two nCloths are now joined at their center.
               
             
            - Open
               the Attribute Editor and select
               the DynamicConstraintShape tab.
            
 
            - Set
               the Constraint Method to Weld.
               
The Weld setting
                  ensures that there is no space between the two nCloths.
               
             
         
       
      Control the zipper’s state
         
         To control the state of the zipper, you need
            to add a ramp texture to the Strength Map Attribute.
            This allows you to control the strength of the component to component
            bond between the two nCloths.
         
         To
            add a ramp texture
         
         
            - Select
               the first nCloth.
            
 
            - Select 
                        Window > Hypergraph: Connections.
               
Maya displays the Hypergraph: Connections window.
               
             
            - Select
               the nComponent3 node.
            
 
            - Open
               the Attribute Editor and click
               the small checkered box next to the Strength Map field.
               
The Create Render Node window
                  appears.
               
             
            - Select Ramp.
            
 
            - In
               the Ramp Attributes section of
               the Attribute Editor click the
               box with an x at the center of the color ramp to eliminate the green
               marker.
            
 
            - Select
               the small red circle at the bottom left of the color ramp. The colored box
               next to Selected Color should change.
            
 
            - Click
               the colored box next to Selected Color 
               
The Color Chooser that
                  appears.
               
             
            - Select black and
               click Accept.
               
The bottom of the color ramp changes to black.
               
             
            - In
               the Ramp Attributes section of
               the Attribute Editor select the
               small blue circle at the top left of the color ramp. The colored
               box next to Selected Color should change.
            
 
            - Click
               the colored box next to Selected Color 
               
The Color Chooser appears.
               
             
            - Select white and
               click Accept.
               
The top of the color ramp changes to white.
               
             
            - Playback
               the simulation.
               
When you adjust the Selected Color slide
                  bar during playback, the two planes zip and unzip.
               
             
         
         Although adjusting the Selected
               Color produces the desired result, it is not the only
            possible method for controlling an nCloth zipper. You can use Texture
               Placement to achieve the same effect with a greater degree
            of control.
         
         To
            edit the Texture Placement
         
            - In
               the Ramp Attributes section of
               the Attribute Editor select the
               small circle at the bottom left of the color ramp.
            
 
            - Set Selected
                  Position to 0.45.
            
 
            - Select
               the small circle at the top left of the color ramp.
            
 
            - Set Selected
                  Position to 0.5.
            
 
            - Select
               the place2dTexture1 tab.
            
 
            - Set Repeat
                  UV to 1.0, 0.25.
            
 
            - Playback
               the simulation.
               
You can use the second value of the Offset attribute
                  to adjust the state of the zipper during playback. A value of 0.55
                  produces a fully zipped state whereas a value of 0.175 produces
                  a fully unzipped state.
               
             
         
         You can now animate the zipper by keyframing
            the Offset value.
         
       
      Create the zipper object
         
         To control the zipper, you will need to create
            a zipper model and a hair follicle.
         
         To
            create a controlling follicle
         
         
            - Select
               the first plane.
            
 
            - In
               the Dynamics menu set select 
                        Hair > Create Hair > 
.
               The Create Hair Options window
                  appears.
               
             
            - Select Edit
                  > Reset Settings.
            
 
            - Set
               the hair options as follows:
               
            
 
            - Click Create
                  Hairs.
               
A single hair follicle with a number of hairs
                  appears. For this example you will only make use of the follicle,
                  not the actual hair.
               
             
            - Select 
                        Window > Outliner.
               
The Outliner window
                  appears.
               
             
            - Select
               hairSystem1 and pfxHair1 and press 
.
             
            - Select
               hairSystem1Follicles and then pPlane1Follicle.
            
 
            - Select
               curve1 and press 
.
               You now have a single follicle that you can
                  use to control the zipper. You now need a model to represent the
                  zipper.
               
             
         
         To
            create a zipper model
         
         
            - Select 
                        Create > Polygon Primitives > Cube > 
.
               The Polygon Cube Options window
                  appears.
               
             
            - Select Edit
                  > Reset Settings.
            
 
            - Click
               Create.
            
 
            - Open
               the Attribute Editor.
            
 
            - Select
               the pCube1 tab and set the Scale attribute to 0.092, 0.026, 0.094.
            
 
            - Set
               the scene view to Vertex mode.
            
 
            - Select
               the four vertices on the far side of the cube and select the scale
               tool.
            
 
            - Slowly
               drag the ScaleX handle to the left until the cube forms a rough wedge
               shape. By dragging the ScaleX handle, you ensure that the end of the
               cube is only resized in the X direction.
            
 
            - Select 
                        Window > Outliner.
               
The Outliner window
                  appears.
               
             
            - Select
               zipper in the Outliner and middle drag it
               onto pPlane1Follicle5050.
            
 
            - The
               zipper object is now attached to the hair follicle you created earlier.
            
 
            - Playback
               the simulation
               
The zipper now sticks to the cloth.
               
             
         
       
      Creating an expression for a zipper
         
         In order for the zipper to behave properly it
            needs to be associated with the Offset V attribute that controls
            the state of the two nCloths. To do this you need to assign an expression
            that will drive the zipper’s interaction.
         
         To
            position the zipper
         
         
            - Select
               pPlane1FollicleShape5050.
            
 
            - In
               the Attribute Editor set Parameter
                  U to 1.0.
               
The zipper should now be aligned with the center
                  of the cloth. Adjusting the Parameter V attribute
                  from 0 to 1.0 should now also move the zipper up and down the length
                  of the edge.
               
             
         
         To
            create an expression
         
         
            - Select 
                        Window > Animation Editors
                        > Expression Editor.
               
The Expression Editor window
                  appears.
               
             
            - Enter
               the following into the Expression field.
               
place2dTexture1.offsetV = (1-pPlane1FollicleShape5050.parameterV)
                  * 0.25 + 0.25
               
             
            - Click
               Create and then Close.
            
 
         
         Your zipper is now finished. To open and close
            the zipper you can now adjust the Parameter V attribute
            of the pPlane1Follicle5050.