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Create and edit nCloth collisions
Creating nCloth
Generate Force Fields with nCloth
Create and edit nCloth constraints
See
nDynamic Collisions and
Creating an Exclude Collide Pairs constraint.
Creating an nCloth Transform constraint
You
can create a Transform constraint to hold
specific nCloth components in place or move them through XYZ space.
For example, you can make a Transform constrained
nCloth follow its animated passive object through its scene by parenting
its Transform constraint locator to the passive object.
To
create an nCloth Transform constraint
- In the scene view, select the nCloth
object or nCloth components (vertices, edges, or faces) you want
to constrain.
If you select edges or
faces, then all their vertices will be Transform constrained.
- In the nDynamics menu
set, select
nConstraint > Transform > .
The Create
Transform Constraint Options Box window appears.
- (Optional) Turn on Use
Sets to add all the selected nCloth object’s components,
or only the nCloth components you selected, to a dynamic
constraint selection set.
- Click Create Constraint or Apply.
The nCloth object or
components you selected are now constrained to their current positions
in XYZ space, and a Transform constraint locator is
created for the selected nCloth object or components.
The nCloth object or
components you selected are also now connected to the nCloth’s Maya
Nucleus solver through a dynamicConstraint node.
The preset properties
on the dynamicConstraint node
determine the constraint’s type (in this case, a Transform constraint)
and how it behaves. For example, you can create a Transform constraint with
the following attribute settings:
- Spring as
the Constraint Method
- All to First as
the Component Relation
- Component Order as
the Connection Method
See
dynamicConstraintShape.
- (Optional) Parent, animate, or constrain
the Transform constraint locator
to another object for additional control over your nCloth’s movements.
For example, you can animate the Transform constraint
locator of a Transform constrained nCloth silk scarf to direct its
movements as it falls through the air.
Creating an nCloth Component
to Component constraint
You can create a Component to Component constraint
to attach nCloth components (vertices, edges, or faces) to other
nCloth or passive object components. For example, you can constrain
the vertices from the top of an nCloth cape to the shoulders of
a passive object character, so that the cape hangs from the characters
shoulders and moves with the character.
To create an nCloth Component
to Component constraint
- In the scene view, select the nCloth
components (vertices, edges, or faces) you want to constrain. If
you select edges or faces, then all their vertices will be constrained.
- Select the target components (vertices,
edges, or faces) on the same nCloth object, a different nCloth object,
a passive object, or a non-nCloth object to which you want to constrain
the nCloth vertices. If you select edges or faces, then all their
vertices will be constrained.
NoteIf you selected target
components on a non-nCloth object, that object will be made a passive
object when the constraint is created.
- In the nDynamics menu
set, select
nConstraint > Component to Component > .
The Create
Component to Component Constraint Options Box window
appears.
- (Optional) Turn on Use
Sets to add the nCloth components and the target components
you selected to a dynamic constraint selection set.
- Click Create Constraint or Apply.
The nCloth components
you selected are now constrained to the target vertices you selected,
and they are now connected to the nCloth’s Maya Nucleus solver through
a dynamicConstraint node.
The preset properties
on the dynamicConstraint node
determine the constraint’s type (in this case, a Component
to Component constraint) and how it behaves. For example,
you can create a Component to Component constraint
with the following attribute settings:
- Spring as
the Constraint Method
- All to All as
the Component Relation
- Nearest Pairs as
the Connection Method
See
dynamicConstraintShape.
Creating an nCloth Point
to Surface constraint
You
can create a Point to Surface constraint
to attach nCloth components (vertices, edges, or faces) to a target
surface (an nCloth surface, or a passive collision object). For example,
you can use a Point to Surface constraint to
hold the waistband of a pair of nCloth pants to the hips of a passive
object character.
To
create an nCloth Point to Surface constraint
- In the scene view, select the nCloth
components (vertices, edges, or faces) you want to constrain.
- -select the
target surface to which you want to constrain the nCloth components.
The target surface can
be a different nCloth object that is part of the same system, one
of the nCloth’s passive objects, or a non-nCloth object.
NoteIf you selected a
target surface that is a non-nCloth object, the surface will be
made a passive object when the constraint is created.
- In the nDynamics menu set, select
nConstraint > Point to Surface > .
The Create
Point to Surface Constraint Options Box window appears.
- (Optional) Turn on Use
Sets to add the nCloth components and target surface
you selected to a dynamic constraint selection set.
- Click Create Constraint or Apply.
The nCloth components
you selected are now constrained to the target surface you selected,
and they are now connected to the nCloth’s Maya Nucleus solver through
a dynamicConstraint node.
The preset properties
on the dynamicConstraint node
determine the constraint’s type (in this case, a Point
to Surface constraint) and how it behaves. For example,
you can create a Point to Surface constraint
with the following attribute settings:
- Spring as
the Constraint Method
- Object to Object as
the Constraint Relation
- All to First as
the Component Relation
- Component Order as
the Connection Method
- At Start as
the Connection Update
See
dynamicConstraintShape.
Creating an nCloth Slide
on Surface constraint
You
can create a Slide on Surface constraint
to attach nCloth components (vertices, edges, or faces) to a target
surface (another nCloth surface, or a passive collision object),
and allow the constrained nCloth components to move or slip along the
surface to which it is constrained. You can use a Slide
on Surface constraint instead of collisions, and in most
cases it works faster than collisions. For example, you can Slide
on Surface constrain all the vertices in an nCloth shirt
to a character model instead of making the character a passive object.
Note
- If you use a Slide on Surface constraint
in the place of collisions for an nCloth object, then turn off Collide in
the nCloth’s nClothShape Attribute Editor tab.
Otherwise, both collisions and the constraint will be calculated.
- If you use a Slide on Surface constraint in
the place of collisions for an nCloth object, then you can not effectively use Collision
Layers to control which members of your Maya Nucleus
system can collide with the constrained nCloth object.
To
create an nCloth Slide on Surface constraint
- In the scene view, select the nCloth
components (vertices, edges, or faces) you want to constrain. If
you select edges or faces, then all their vertices will be constrained.
- -select the
target surface to which you want to constrain the nCloth components. The
target surface can be a different nCloth object that is part of
the same system, one of the nCloth’s passive objects, or a non-nCloth
object.
NoteIf you selected a
target surface that is a non-nCloth object, the surface will be
made a passive object when the constraint is created.
- In the nDynamics menu set, select
nConstraint > Slide on Surface > .
The Create
Slide on Surface Constraint Options Box window appears.
- (Optional) Turn on Use
Sets to add the nCloth components and the target surface
you selected to a dynamic constraint selection set.
- Click Create Constraint or Apply.
The nCloth components
you selected are now constrained to the target surface you selected,
and they are now connected to the nCloth’s Maya Nucleus solver through
a dynamicConstraint node.
The preset properties
on the dynamicConstraint node
determine the constraint’s type (in this case, a Slide
on Surface constraint) and how it behaves. For example,
you can create a Slide on Surface constraint
with the following attribute settings:
- Spring as
the Constraint Method
- Object to Object as
the Constraint Relation
- All to First as
the Component Relation
- Component Order as
the Connection Method
- Per Frame as
the Connection Update
- Turn on Local Collide properties
See
dynamicConstraintShape.
Creating a Weld
Adjacent Borders constraint
You
can create a Weld Adjacent Borders constraint
to constrain nCloth border edges or vertices together in a non-springy
manner. For example, you can use a Weld Adjacent Borders constraint
to make separate nCloth meshes behave as if they are a single nCloth
object. See also
Weld Adjacent Borders constraint.
To
create a Weld Adjacent Borders constraint
- Select the single nCloth object, two
adjacent nCloth objects, or the border vertices on two adjacent
nCloths that you want to constrain. You can select nCloth objects
that have the same or different topologies, and the groups of vertices
you select can vary in number.
NoteThe nCloth objects
or vertices that you want to constrain need to be either positioned
close together in 3D space or located at the same XYZ positions
in your scene. Otherwise the following may occur:
- popping or jumping between the selected
nCloths or vertices when the Weld Adjacent Borders constraint
is created.
- Weld Adjacent
Borders constraint has no affect unless you increase
the Max Distance value.
- Select
nConstraint > Weld Adjacent Borders > .
The Create
Weld Adjacent Borders Constraint Options Box window appears.
- (Optional) Turn on Use
Sets to add the selected nCloth’s border vertices to
a dynamic
constraint selection set.
- Click Create Constraint or Apply.
If you selected a single
nCloth object, its adjacent border edges are constrained using the Weld constraint method.
If you selected two adjacent
nCloth objects, the nearest border edges of the nCloths are constrained
using the Weld constraint method. If
the nCloths you selected do not have the same number of vertices
at their borders, their points are constrained instead.
If you selected vertices
from two separate nCloths, the points are constrained using the
Weld constraint method.
The nCloth objects or
border vertices you selected are also now connected to the nCloth’s
Maya Nucleus solver through a dynamicConstraint node.
The preset properties
on the dynamicConstraint node
determine the constraint’s type (in this case, a Weld constraint)
and how it behaves. For example, you can create a Weld constraint
with the following attribute settings:
- Weld as the Constraint
Method
- Object to Object as
the Constraint Relation
- All to All as
the Component Relation
- Within Max Distance as
the Connection Method
- At Start as
the Connection Update
See
dynamicConstraintShape.
Creating a Force
Field constraint
You
can create a Force Field constraint to push
nCloth components or objects away from the center of the constraint,
in a radial field with spherical volume bounds. For example, you
can push out nCloth that gets stuck within the elbow joint of a
character by placing a Force Field constraint on the joint. Conversely,
you can use it to suck in or contain nCloth within the bounds of
the constraint.
To
create a Force Field constraint
- Select the nCloth or passive object you
want to constrain.
- Select
nConstraint > Force Field > .
The Create
Force Field Constraint Options Box window appears.
- (Optional) Turn on Use
Sets to add the nCloth object to a dynamic constraint selection set.
- Click Create Constraint or Apply.
The Force
Field locator appears inside the mesh of the selected
object, and the dynamicConstraint node
appears in the Attribute Editor.
The preset properties
on the dynamicConstraint node
determine the constraint's type (in this case, a Force
Field constraint) and how it behaves. For example, you
can create a Force Field constraint with
the following attribute settings:
- Spring as
the Constraint Method
- All to First as
the Component Relation
- Component Order as
the Connection Method
See
dynamicConstraintShape.
- Adjust the location, size and rotation
of the Force Field constraint using
Maya’s Move, Scale,
and Rotate tools.
The location, size and
rotation of the locator determines the size, shape and volume of
the force field constraint.
- (Optional) Adjust the Force, Strength and Strength Dropoff attributes
on the dynamicConstraint node
to determine the power of the force field. Positive values cause
the force field to push out, while negative values cause the force
field to suck in nCloth.
Creating an Attract
to Matching Mesh constraint
You
can create an Attract to Matching Mesh constraint
to attract the vertices of an nCloth object to the corresponding
vertices of a mesh with matching topology. For example, use this
constraint to create a specific end shape for a garment falling
off of a character that must land in a specific shape, or orientation
in the scene.
To create an Attract to Matching Mesh constraint
- Select the nCloth objects you want to
constrain.
- Select
nConstraint > Attract to Matching Mesh > .
The Create
Attract to Matching Mesh Constraint Options Box window
appears.
- (Optional) Turn on Use
Sets to add the nCloth object to a dynamic constraint selection set.
- Click Create Constraint or Apply.
Constraint links between
the nCloth object and the target nCloth mesh appear, and the dynamicConstraint node
appears in the Attribute Editor.
The preset properties
on the dynamicConstraint node
determine the constraint’s type (in this case, an Attract
to Matching Mesh constraint) and how it behaves. For
example, you can create a Attract to Matching Mesh constraint
with the following attribute settings:
- Spring as
the Constraint Method
- All to First as
the Component Relation
- Component Order as
the Connection Method
- At Start as
the Connection Update
See
dynamicConstraintShape.
- (Optional) Adjust the Strength attribute
on the dynamicConstraint node.
The Strength attribute
determines how closely your nCloth object resembles your target
nCloth mesh.
Creating a Tearable Surface constraint
You can create
a Tearable Surface constraint
to make an nCloth object rip or shatter when it collides with passive
objects or other nCloth objects. For example, you can use a Tearable
Surface constraint to make a piece of nCloth silk tear
when it catches on a pointy passive object.
- Select the nCloth object you want to
rip, tear, or shatter.
- (Optional) If you want your nCloth to shatter rather
than tear, set its Bend Resistance to a value
greater than 0.2. See
Bend Resistance.
- Select
nConstraint > Tearable Surface > .
The Create
Tearable Surface Constraint Options Box window appears.
- (Optional) Turn on Use
Sets to add the nCloth object to a dynamic constraint selection set.
- Click Create Constraint or Apply.
The current nCloth is
made tearable or shatterable by separating all of its faces, generating
new edges and vertices, merging the nCloth’s vertices, softening
the nCloth’s edges, and constraining the nCloth’s points (tear)
or edges (shatter) together using the Weld constraint method. As
a result, the topology of your nCloth’s output mesh will no longer match
that of its input mesh.
The nCloth object you
selected is now also connected to a dynamicConstraint node.
The preset properties
on the dynamicConstraint node
determine the constraint’s type (in this case, a Tearable
Surface constraint) and how it behaves. For example,
you can create a Tearable Surface constraint
with the following attribute settings:
- Weld as the Constraint
Method
- Object to Object as
the Constraint Relation
- All to All as
the Component Relation
- Within Max Distance as
the Connection Method
- At Start as
the Connection Update
See
dynamicConstraintShape.
- To adjust how easily your nCloth tears
or shatters, increase or decrease the Glue Strength of
the Tearable Surface constraint.
See
Dynamic Constraint Attributes.
- (Optional) You can also direct where
the tearing or shattering is to occur on your nCloth by painting
a Glue Strength map.
Note
- If you want to add additional constraints
to your tearable or shatterable nCloth, add them to its input mesh (nMeshShape).
- If you want to paint any texture maps
for your tearable or shatterable nCloth, paint them on its input
mesh. Also, since making an nCloth tearable or shatterable changes
its output mesh’s topology, do not use vertex maps with tearable
or shatterable nCloth objects.
Creating a Disable Collisions constraint
You
can create a Disable Collision constraint
for nCloths, passive objects, or vertices to prevent them from colliding
with all other nCloths, passive objects,
or vertices. This constraint is useful when you want to improve
the performance of your nCloth or you want to avoid collision geometry
crossovers.
To
create a Disable Collisions constraint
- Select the nCloth objects, passive objects,
or vertices for which you want to disable collisions.
- Select
nConstraint > Disable Collision.
The nCloth objects, passive
objects, or vertices you selected no longer collide with any other
objects or components that share the same Maya Nucleus solver.
Creating an Exclude
Collide Pairs constraint
You can create an Exclude Collide
Pairs constraint for nCloths, passive objects, or vertices to
prevent them from colliding with specific nCloths,
passive objects, or vertices. This constraints is useful when you
want to improve the performance of your nCloth or you want to avoid
collision geometry crossovers.
To create an Exclude Collide Pairs constraint
- Select the pair of Nucleus objects or
components for which you want to disable collisions. For example,
you can select two nCloth objects, an nCloth and a passive object,
or a group of vertices on an nCloth and another group of vertices
on different nCloth or passive object.
- Select
nConstraint > Exclude Collide Pairs.
If you selected two nCloth
objects, they no longer collide. If you selected an nCloth object
and a passive object, they no longer collide. If you selected a
group of vertices from one nCloth, and then another group of vertices
from a different nCloth, then the vertices you selected no longer
collide.
See also
nConstraint > Exclude Collide Pairs.
Editing nCloth constraint
membership
You can add, remove,
or replace the components that are used in your nCloth constraint
by editing constraint membership. You cannot, however, add an object
to an existing constraint by editing constraint membership.
To edit constraint membership,
you can use the Replace Members, Add
Members, and Remove Members options, or
the nConstraint Membership Tool.
To see the members and links of a selected
constraint
- In the Outliner,
select the dynamicConstraint node of the constrained nCloth or passive
object for which you want to edit dynamic constraint membership.
- Select
nConstraint > Select Members.
The component members
and links of the selected constraint highlight in the scene view.
To
edit nCloth constraint membership
- Using the component selection mode that
is appropriate for the type of component you want to edit, select
the constrained object’s components you want add, remove, or replace.
For example, if you want
to edit the membership of a Component to Component constraint
that links vertices, you would use Vertex selection mode.
- If your constrained object has only one
constaint , do one of the following:
- If you want to add the selected components
to the constraint, select
nConstraint > Add Members.
- If you want to removed the selected components
from the constraint, select
nConstraint > Remove Members.
- If you want to replace all the current
constraint members on the selected object with the selected components,
select
nConstraint > Replace Members.
NoteIf a "Multiple constraints
for selected items. Additionally select the constraint node to edit",
message appears, it means that your object has more than one constraint.
See step 3.
- If your constrained object has two or
more constraints, you need to specify which contraint you want to
edit. With your object's components still selected, do one of the
following:
- In the scene view, -click
the constraint you want to edit.
- In the Outliner, -click
the select the dynamicConstraint node of the constraint you want
to edit.
You can now edit the
selected constraint’s membership by selecting
nConstraint > Add Members,
nConstraint > Remove Members,
or
nConstraint > Replace Members.
To use the nConstraint Membership Tool to
edit dynamic constraint membership
- In the Outliner,
select the dynamicConstraint node of the constrained nCloth or passive
object for which you want to edit dynamic constraint membership.
- In the Attribute Editor,
select the tab for the specific dynamic constraint (dynamicConstraint)
you want to edit the membership for and click Select.
- In the nDynamics menu
set, select
nConstraint > nConstraint Membership Tool.
- Do one of the following:
- Select the constrained vertices with
which you want to replace the current members of
the selected dynamic constraint.
- -click the
vertices you want to add to the selected dynamic constraint.
- -click
the vertices you want to remove from the selected dynamic
constraint.
- Press to complete
the replace, add, or remove dynamic constraint members operation.
Paint constraint property
maps
Note
- Painted constraint weights have no effect
on Transform constraints or nCloth
to passive object constraints. This
is because Weight on constraint links is like relative mass, and
passive objects do not have a mass. Also, passive objects always
fully push nCloth when constrained.
- When you paint nCloth constraint properties,
you are painting property values on the nConstraint node,
not on the dynamicConstraintShape node.
To create nCloth constraint vertex maps
- Select the nCloth object you want to
paint nCloth constraint vertex properties for.
- -select the
constraint your want to paint vertex properties for, to include
it in the paint operation.
- Select
nConstraint > Paint properties by Vertex Map >
[nCloth
constraint property].
The Paint
nComponent Attribute Tool becomes the current tool, and
its settings appear in the Tool Settings panel.
This tool is a modified version of the Paint Attributes Tool.
See Artisan Tool Settings.
- Set the Paint nComponent Attributes Tool settings
as desired.
- Paint the vertex properties as desired:
- Strength determines
the power of the constraint links between the selected surface’s
constraint members and other components within the selected dynamic
constraint.
- Glue Strength determines
how resistant the selected surface’s constraint member links are
from breaking.
- Weight determines
how much influence the selected surface’s constraint members have
on the other components constrained to them. Since Weight is
like mass for a constraint, components with a constraint weight
of zero are pushed, but do not push back.
The painted vertex properties
are automatically saved to the selected nCloth’s vertices.
To create nCloth constraint texture maps
- Select the nCloth object for which you
want to paint an nCloth constraint texture map.
- Select
nConstraint > Paint properties by Texture Map >
[nCloth
constraint property].
The 3D
Paint Tool becomes the current tool, and its settings
appear in the Tool Settings panel. This tool
is a modified version of the 3D Paint Tool.
See
3D Paint Tool.
- Set the 3D Paint Tool’s
settings as desired.
- Paint the texture map properties as desired:
- Strength determines
the power of the constraint links between the selected surface’s
constraint members and other components within the selected dynamic
constraint.
- Glue Strength determines
how resistant the selected surface’s constraint member links are
from breaking.
- Weight determines
how much influence the selected surface’s constraint members have
on the other components constrained to them. Since Weight is
like mass for a constraint, components with a constraint weight
of zero are pushed, but do not push back.
- In the Tool Settings,
click Save Textures in the File
Textures section.
The painted nCloth constraint
texture map is saved as a file texture to the \maya\projects\default\3dPaintTextures directory by
default.
To convert an nCloth constraint vertex
map to a texture map
- Select the nCloth object that has the
vertex constraint property values you would like to convert to a
texture map.
- Select
nConstraint > Convert Vertex to Texture Map >
[nCloth
constraint property].
The selected constraint
property’s values are saved to disk as a texture map (file texture)
and the property’s values on the nCloth’s vertices are not removed.
To convert an nCloth constraint texture
map to a vertex map
- Select the nCloth object that has the
constraint property texture map you would like to convert to per-vertex
property values.
- Select
nConstraint > Convert Texture to Vertex Map >
[nCloth
constraint property].
The selected constraint
property’s texture map (file texture) is converted to per-vertex
property values, those values are then stored on the selected nCloth’s
vertices, and the texture map is not deleted from disk.