This node contains settings to control dynamic constraints on nCloth and nParticle objects. These settings include constraint methods, connection settings, and strength settings.
Sometimes you may want to constrain parts of your clothing to your character so it doesn’t fall off. You can do this using constraints. For example, you can use constraints to make sure the pants of your character stay on, or to keep straps on a dress attached to the shoulders.
In addition, you can use constraints to pin clothing together or attach items such as buttons or pockets.
When on, activates the dynamic constraints. Enable is on by default.
You can use this attribute to activate and deactivate the dynamic constraint as necessary, without the constrained cloth snapping back to the start position if it is animated. This means that the constraint links are automatically reformed when the constraint is reactivated, and the Rest Length is automatically adjusted to the distance at the time the constraint is reactivated.
Constraint Method
Determines the type of links used for this dynamic constraint. Select one of the following from the drop-down list:
Constraint Relation
Determines how constrained objects are related to one another and related to the dynamic constraint. Select one of the following from the drop-down list:
Component Relation
Determines how component nodes (nClothShape nodes, nParticleShape nodes, or nRigidShape nodes) are related to one another. A component is a member of this dynamic constraint, each member represents a subset of elements for an object (a group of triangles, or points, for example). Select one of the following from the drop-down list:
Connection Method
Determines the logic used when links for this dynamic constraint are generated. Select one of the following from the drop-down list:
Connection Update
Specifies when the connection method is evaluated for this dynamic constraint. Select one of the following from the drop-down list:
Specifies the concentration of links for this dynamic constraint based on the Max Distance value. This attribute is only available when the Connection Method is set to Within Max Distance.
A value of 1 maintains links, while a value of 0 results in no links. Values between 0-1 determine the probability of broken links. You can use the Connection Density Range settings to scale this attribute.
These settings effect the Connection Density attribute, and are only available when the Connection Method is set to Within Max Distance.
Use the Connection Density Range settings to scale the Connection Density attribute, by setting values, or using the graph.
Use the graph to visually adjust the connection density. The right side of the graph represents the links that are the same length as the Max Distance value. The left side of the graph represents the links that have no length (value of 0).
Interpolation
Controls the way values are calculated in the graph. Select one of the following from the drop-down list:
Determines how resistant this dynamic constraint is to breaking. This value is relative to the overall scene or object scale.
A Glue Strength of 1 means that the constraint does not break. A Glue Strength of 0 means that the constraint breaks immediately, as though no constraint exists at all. The default value is 1.
Because links are formed at the start frame, once links are broken they do not reform, unless the Glue Strength attribute is animated back to 1.
Specifies an attractive or repulsive force between constrained points. The default value is 0, which applies no force.
For constraints between components, the force diminishes with distance according to the Dropoff Distance value. For transform constraints, the force is applied between the points and the center of the transform constraint.
You can apply this attribute to specific nCloth components, not just the object, unlike standard Maya fields.
Rest Length Method
Specifies how the rest length is determined for this dynamic constraint. Select one of the following from the drop-down list:
Specifies the amount of force applied to each constrained object that attracts it to the motion of another object. A Motion Drag value of 1 means that all the constrained objects are locked and move together. A Motion Drag value of 0 means that all the constrained objects do not move together. The default value is 0.
This is the world space distance that the Strength Dropoff ramp is mapped to.
The Strength Dropoff settings allow you to control the strength of links based on the Dropoff Distance. The right side of the graph represents the maximum distance for the links. The left side of the graph represents the links that have no length (value of 0).
You can use the graph to visually adjust the Strength Dropoff.
Interpolation
Controls the way values are calculated in the graph. Select one of the following from the drop-down list:
When Local Collide is turned on, the dynamicConstraintShape node handles the collisions between the constrained points. This can augment or replace the normal collisions between the objects. Collide Width Scale specifies a scaling value for the total collision thickness of the constrained objects. By default Collide Width Scale is set 1, meaning the collide width used for these collisions is based on the Thickness (nCloth) and Radius (nParticle) attribute values of the colliding objects.
When on, restricts a surface constraint (that can move) to always being on one side of the constrained surface. The side that a constraint stays on is determined at the start frame and then maintained throughout simulation. This prevents constraints from flipping and pushing in the opposite direction when the constrained surface moves.
For example, you can constrain nCloth to an open cylinder and use the Single Sided attribute to keep the cloth from sliding into the cylinder, and use it to keep the cloth on the outside of the cylinder.
Specifies the minimum solver iterations used to evaluate the dynamic constraint. Iterations are the number of calculations occurring within a simulation step. When the current dynamic constraint’s Strength is low, Min Iterations increases the quality of the integration of the dynamic constraint’s effects. Min Iterations also affects other Nucleus object attributes such as the effect of Stretch Resistance on nCloth objects.