Show in Contents
Add to Favorites
Home: Autodesk Maya Online Help
Paint nCloth property maps
Creating nCloth
Create and edit nCloth constraints
Create and edit nCloth collisions
Note
- Turn
on Use Plane in the nucleus Attribute
Editor tab to enable floor collisions for your nCloth.
- During
simulation, Maya reduces the relative Collision Thickness (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 nDynamics 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 Attribute Editor, select your
nCloth (nClothShape) or passive (nRigidShape) object’s tab.
- In
the Quality Settings section, set
the Collision Flag.
Collision Flag specifies the
type of collision of your nCloth or passive object. For example,
if you set Collision Flag to Face,
then your nCloth or passive object’s collisions are tested for Faces only.
To produce good collisions, nCloth and passive
objects that are part of the same Maya Nucleus system should have
the same Collision Flag 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 Collision
Layer attribute on your nClothShape node determines
on which collision layer each nCloth and passive object is placed, and
the Collision Layer Range attribute
on your nucleus node determines how
nCloths and passive objects on different layers collide. For more
information on these collision layer attributes,
Collision Layer and
Collision Layer Range.
NotePassive 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 with specific Maya Nucleus system members
See
Creating an Exclude Collide Pairs constraint.
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 Attribute Editor do the following:
- Adjust
the Thickness of your nCloth or
passive object. Select the nClothShape or nRigidShape tabs, and
in the Collisions section, change
the Thickness value. For best results,
the collision volume should appear to cling closely to your nCloth.
- Adjust
the Self Collision Thickness of
your nCloth object. Select the nClothShape tab, and in the Collisions section,
change the Self Collide Width Scale value.
- Adjust
the Collision Flag for your nCloth
object. Select the nClothShape tab, and in the Collisions section,
change the selection in the Collision Flag drop-down
list. Face creates the most accurate collisions and Vertex creates
the least accurate collisions.
- Adjust
the Self Collision Flag for your
nCloth. Select the nClothShape tab, and in the Collisions section,
change the selection in the Self Collision Flag drop-down
list.
- Increase
the number of collide iterations for your nCloth by adjusting its Max
Self Collide Iterations attribute in the Quality
Settings section of its nucleus tab.
- Resolve
interpenetration for your nCloth by adjusting its Trapped
Check, Push Out, and Crossover
Push attributes in the Quality Settings section
of the nClothShape and nRigidShape tabs.