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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.