Create nCloth
         Note
               
                  - You can only create nCloth objects from polygon
                        meshes.
                  
- Higher resolution polygon meshes create
                     nCloth objects with higher quality collisions.
                  
- Do not use polygon meshes with long skinny
                     triangles for nCloth.
                  
- Do not change the topology of nCloth
                     objects while simulating. Changing the topology (modifications to
                     the mesh surface that change vertices) of nCloth objects may result
                     in collision failures.
                  
 
         To make a mesh nCloth
         
         
            - In the scene view, select the polygon
               mesh you want to make nCloth.
            
- In the nDynamics menu
               set, select 
                        nMesh > Create nCloth >   . .The Create
                     nCloth Options window appears.
                NoteIf the  nCloth menu
                     set appears in the Maya interface do not use it. You must use the  nDynamicsmenu
                     set to create and control nCloth. See  nCloth menu set appears in Maya for
                     information about removing the nCloth menu set from Maya.
                   
 
- Turn on Local Space Output or World
                  Space Output.
               If you select Local
                     Space Output, the input and output meshes
                  of the nCloth you want to create will both be affected by the Maya® Nucleus™ solver and they will share the same transform
                  node. Also, the nCloth’s input mesh will always move with and follow
                  its output mesh. Local Space Output produces
                  the most predictable and desirable nCloth behavior.
                If you select World
                     Space Output, only the output mesh of the nCloth you
                  want to create is affected by the Maya Nucleus solver and the nCloth’s
                  input and output meshes will each have their own transform nodes.
                  Also, the nCloth’s input mesh will not move
                  with and follow its output mesh. World Space Output is
                  the most useful if you plan to export the cache of the nCloth you
                  want to create.
                
- If you want to attach the nCloth you
               are creating to an existing Maya Nucleus solver, select the solver
               from the Solver drop-down list.
               If you want to create
                  a new Maya Nucleus solver for the nCloth your are creating, select Create
                     New Solver from the Solver drop-down
                  list.
                
- Click Create Cloth.
               The nCloth object and
                  its Maya Nucleus solver are created. The nCloth is a tessellated
                  (internally) duplicate of the polygon mesh you selected that is
                  driven by the Maya Nucleus solver. The nCloth node
                  contains all the nCloth’s properties and various Maya Nucleus solver
                  overrides. The nucleus node
                  contains all the Maya Nucleus internal forces that drive the nCloth.
                The original polygon
                  mesh is hidden and made the nCloth’s input mesh (original
                  mesh’s Shape node). You can model the input mesh to change your
                  nCloth’s topology.
                
The nCloth visible in
            the scene view is the nCloth’s output mesh (outputCloth).
            If you want animate (non-dynamically) your nCloth object, you should
            keyframe the output mesh.
         
         
         NoteIf you want to adjust
               your nCloth’s internal tesselation, you can do so with Quad
                  Split drop-down list in the Mesh Controls section
               of the outputCloth node.
            
         Assign nCloth or passive
               object to a new or existing solver
            
            Once you’ve created nCloth
               objects or passive objects, you can assign them to a new solver,
               or a different existing solver within your scene. Because nCloth
               objects and passive objects can only interact with each other when
               sharing the same Maya Nucleus solver, you may want to move objects from
               one solver to another or separate objects to their own solver.
            
            To assign your nCloth or passive object
               to a new or existing solver
            
            
               - In the scene view, select the nCloth
                  or passive object that you want to assign to a new solver.
               
- In the nDynamics menu
                  set, select 
                           nSolver > Assign Solver.
                  A list of solvers appears.
                   
- From the solver list, select New
                     Solver, or an existing solver.
                  If you select New
                        Solver, Maya creates a new Maya Nucleus Solver, which
                     appears in the Attribute Editor, and assigns
                     the selected object(s) to it.
                   If you select an existing
                     solver, Maya assigns the selected object(s) to it.
                   
To set nCloth properties
            
            
               - In the scene view, select the nCloth
                  object whose properties you want to edit.
               
- In the Attribute Editor,
                  select the nCloth object’s nClothShape tab.
               
- Edit the Collisions property
                  values to adjust the basic behavior of your nCloth.
                  
                     - Adjust Bounce to
                        increase or decrease the nCloth’s bounciness or its amount of deflection
                        on collision.
                     
- Adjust Friction to
                        increase or decrease the amount the nCloth resists relative motion
                        on collision.
                     
- Adjust Stickiness to increase or decrease
                        the tendency of the nCloth to stick to other objects on collision.
                     
 
- Edit the Dynamic Properties values
                  to override your nCloth’s Maya Nucleus or internal forces settings.
                  
                     - Adjust Stretch Resistance to increase
                        or decrease the amount the nCloth’s links resist stretching when under
                        tension. 
                     
- Adjust Bend Resistance to
                        increase or decrease the amount the nCloth’s edges resist bending
                        when under strain.
                     
- Adjust Compression Resistance to increase
                        or decrease the amount the nCloth’s links resist compression when
                        under pressure.
                     
- Adjust Mass to increase
                        or decrease the weight of the nCloth when under the influence of Gravity greater
                        than zero.
                     
- Adjust Lift to increase
                        or decrease the amount of lift applied to the nCloth.
                     
- Adjust Drag to increase
                        or decrease the amount of air resistance applied to the nCloth.
                     
 
- In the Attribute Editor,
                  select the nCloth object’s nucleus tab.
               
- Edit the Maya Nucleus Gravity
                     and Wind values to change the settings of the nCloth’s
                  internal forces.
                  
                     - Adjust the Gravity to
                        increase or decrease the amount of Gravity applied
                        to the nCloth.
                     
- Adjust the Wind Speed to
                        increase or decrease the speed and force of the dynamic wind affecting
                        the nCloth.
                     
 For more information
                     on nClothShape and nucleus node properties, see 
                              nClothShape and 
                              nucleus.
                   
Working with large-sized
               nCloth objects 
            
            Gravity interprets Maya’s
               units as meters. When the working units of your nCloth’s scene is
               not set to meters (such as Maya’s default centimeter working unit),
               you may need to adjust the Space Scale of your nCloth’s Maya Nucleus
               solver. Otherwise, the large-sized nCloth objects in your scene
               may not behave as desired. For example, when Space Scale is
               1.0 (default), Gravity treats a 100 centimeter
               wide nCloth object like it is 100 meters wide. To improve the behavior
               of your large-sized nCloth objects, reduce the Space Scale value.
            
            To work with large-sized nCloth objects
            
            
               - Select the large nCloth.
               
- In the Attribute Editor,
                  select the nucleus tab.
               
- In the Scale Attributes section,
                  reduce the Space Scale value until your
                  large-size nCloth behaves as desired.
               
Use nCloth examples and
               attribute presets
            
            To apply nCloth attribute presets to
               an nCloth object
            
            
               - Select the nCloth object to which you
                  want to apply attribute presets.
               
- In the Attribute Editor,
                  select the nClothShape tab.
               
- Click-hold the Presets button.
                  The nCloth Attribute Presets pop-up menu
                     appears.
                   
- Select the attribute preset you want
                  to apply to the selected nCloth object.
                  
                     - If you want to replace the nCloth object’s
                        current attribute settings with those of a preset, select AttributePreset > Replace.
                     
- If you want to blend the nCloth object’s
                        current attribute settings with those of a preset, select AttributePreset > Blend%.
                        For example, if you select chiffon > Blend 25%,
                        then the nCloth object’s attribute settings would become a blend
                        of its current settings (75%) and those of the chiffon preset (25%).
                        NoteWhen you apply an
                              attribute preset to an nCloth object, a description of the preset’s
                              effect appears in the  Notes section
                              of the object’s nClothShape tab. This description can help you better
                              understand how the preset’s attribute settings effect your nCloth’s
                              behavior. For a list of the attribute settings used to create the
                              nCloth presets, see  nCloth attribute presets.
                            
 
 
To save custom nCloth attribute presets
            
            
               - Select the nCloth object whose current
                  attribute settings you want to save as a custom nCloth attribute
                  preset.
               
- In the Attribute Editor,
                  select the nClothShape tab.
               
- Click-hold the Presets button.
                  The nCloth Attribute Presets pop-up menu
                     appears.
                   
- Select Save nCloth Preset.
                  The Save
                        Attribute Preset window appears.
                   
- In the Preset name field
                  type the name of the custom attribute preset you want to create,
                  and then click Save Attribute Preset.
               
To delete custom nCloth attribute presets
            
            
               - Select the nCloth object for which you
                  want to delete a custom nCloth attribute preset.
               
- In the Attribute Editor,
                  select the nClothShape tab.
               
- Click-hold the Presets button.
                  The nCloth Attribute Presets pop-up menu
                     appears.
                   
- Select Edit Presets.
                  The Edit
                        nCloth Presets window appears.
                   
- Select the name of the custom attribute
                  preset you want to delete, and then click Delete.
               
To use nCloth example files
            
            
               - In the nDynamics menu
                  set, select 
                           nMesh > Get nCloth Example.
                  The Visor appears
                     with the nCloth Examples tab selected.
                   
- Select the icon for the nCloth example
                  file you want to use and   -drag
                  it to your scene view. -drag
                  it to your scene view.The nCloth example opens
                     in Maya.
                   You can now use the example
                     file as a starting point for your own nCloth project.
                   NoteMany of the nCloth
                        example files contain descriptions of their contents, located in
                        the Notes sections of their Attribute
                           Editor tabs. These descriptions can help you better understand
                        how the effects in the example files were achieved.