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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.