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Take an in-depth look at nCloth, the Maya toolkit for simulating high-resolution mesh cloth for 3D characters and animations. Author Aaron F. Ross explains the roles played by the various "actors" in an nCloth simulation, including the nucleus solver, nCloth objects, passive colliders, and nConstraints. The course begins with basic simulations such as flags and ropes, then progresses to building a simple garment, until finally integrating animation and special effects like falling leaves and tearing cloth. Aaron also covers performance optimization techniques such as nCloth and nucleus solver settings, proxy objects, collision layers, the Wrap deformer, and more.
We have got our transform constraints basically working. Let's add a little bit of wind to make our flag blow. I'll increase the end of my playback range to, let's say, 600 frames, and select any of those dynamic objects, and go to the Attribute Editor, Control+A, if it's not already open, and find the nucleus node. And near the top, you'll see a section that says Gravity and Wind, and we have got Wind Speed, and Wind Direction.
The Wind Direction currently is set to 1 in X, so it's positive 1 in the X-axis, meaning that it's going to blow from left to right in my perspective view currently. Let's increase the Wind Speed. I'll give it a value of 100. Play back the simulation, and we're getting a little bit of wind. Let's increase the Wind Speed to 200; press Enter. There we go, that's better. And we could change the Direction as well.
If we wanted it to blow in the opposite direction, then we would set Wind Direction X to be -1, and that would cause the wind to blow in the negative X direction, which would be right to left in this view. Now the wind is blowing the other way. I liked it better the other way, blowing in positive X, and I'll do that. Cool, we have got some wind.
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