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Checking the simulation with a Playblast

From: Understanding Maya nCloth

Video: Checking the simulation with a Playblast

As we increase the quality of the simulation, the playback will be slower and slower in the viewport, to the point where we may not be able to correctly evaluate whether the animation is moving at the right speed. Currently what I've done is I have increased the Max Collision Iterations up to 40 in order to illustrate the problem. You'll see that my frame rate here is hovering around 10 frames per second. It's hard for me to evaluate this, and to be able to tell whether or not this is running at the right speed.

Checking the simulation with a Playblast

As we increase the quality of the simulation, the playback will be slower and slower in the viewport, to the point where we may not be able to correctly evaluate whether the animation is moving at the right speed. Currently what I've done is I have increased the Max Collision Iterations up to 40 in order to illustrate the problem. You'll see that my frame rate here is hovering around 10 frames per second. It's hard for me to evaluate this, and to be able to tell whether or not this is running at the right speed.

What I'll do is just simply make a Playblast. I'll rewind back to frame 1, and I'll go into the Window menu > Playblast, and let's go into the Options for that Playblast. This will just render a temporary movie out. I'm on Windows, so I want to use the avi format. You actually can use QuickTime; maybe we'll do that instead. I am going to choose a compressor, and since this is just a temporary movie, it doesn't really matter what compressor we use. I'll choose H.264, and just turn up the Quality.

Scrolling down a little bit here, the render size for the Playblast is determined by this Display size option. If it's set to From window, with a Scale of 0.5, what we'll see is it will render out to be a quarter screen video. In other words, it will find the size of this window, and then reduce it down to half of that, which is quarter of the area. Down here, we have the ability to save the file if we need to, and I'm going to actually opt to do that. Turn on Save, and I want to give it a name; I'll call this 03_02.

What I always do is I give the Playblast a name that exactly matches the name of the actual scene file. That way I know, if I've got lots of playblasts, I know which one is which. It's going to save into the movies directory in my current project. I'll go ahead and click Playblast, and allow it to play through. Now, I didn't set the range for the Playblast, meaning it'll just do the entire timeline. If I really need 600 frames, that's fine, but if I don't, I can actually just hit the Escape key, and that will kill the Playblast, and save what we have to disc.

We've got QuickTime installed here, so that just goes and launches automatically, and now I can play this back, and try to determine if my movie looks correct. Is the cloth moving the way that I want it to, now that I'm seeing it at normal speed? Now, I do want to mention that since I've got my frame rate displayed here in the window, that frame rate is actually being captured, but that's the frame rate during the creation of the Playblast, not during playback of this movie.

We could be pretty sure that this movie is actually playing back at the correct time base of 24. If you're not sure, you can actually go into the Movie Inspector in QuickTime, and check to see the Frame Rate, and it says it's a 24 frames per second movie. You will need to do this a lot, because it's really common that you will not be able to get real-time playback in the viewport, meaning that your fallback position is to make lots and lots of playblasts.

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This video is part of

Image for Understanding Maya nCloth
Understanding Maya nCloth

59 video lessons · 2540 viewers

Aaron F. Ross
Author

 
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  1. 3m 19s
    1. Welcome
      43s
    2. What you should know before watching this course
      1m 8s
    3. Using the exercise files
      1m 28s
  2. 29m 47s
    1. Understanding the Nucleus solver
      2m 2s
    2. Setting animation preferences
      3m 19s
    3. Adopting a scale convention
      4m 27s
    4. Building polygon primitives
      5m 42s
    5. Freezing transforms
      1m 38s
    6. Creating passive colliders
      1m 46s
    7. Creating nCloth
      2m 17s
    8. Setting Nucleus Space Scale
      2m 47s
    9. Choosing an nCloth preset
      2m 18s
    10. Adjusting nCloth and nRigid attributes
      3m 31s
  3. 26m 14s
    1. Planning and preparing
      1m 10s
    2. Laying out the scene
      4m 49s
    3. Defining materials
      2m 40s
    4. Constructing a simulation
      5m 48s
    5. Creating transform nConstraints
      2m 23s
    6. Editing constraint membership
      3m 7s
    7. Adjusting strength drop-off
      3m 15s
    8. Adding Nucleus wind
      1m 29s
    9. Using interactive playback
      1m 33s
  4. 34m 46s
    1. Tuning solver attributes
      2m 34s
    2. Checking the simulation with a Playblast
      3m 18s
    3. Controlling collision thickness
      2m 52s
    4. Adjusting dynamic properties
      4m 29s
    5. Smoothing nCloth with subdivision surfaces
      5m 16s
    6. Setting the initial state
      2m 25s
    7. Creating an nCache
      6m 59s
    8. Constraining component to component
      6m 53s
  5. 36m 45s
    1. Duplicating nCloth
      5m 25s
    2. Assigning Nucleus solvers
      2m 14s
    3. Using collision layers
      5m 6s
    4. Optimizing nCloth quality settings
      3m 27s
    5. Displaying nodes in the Attribute Editor
      1m 17s
    6. Displaying the input or output mesh
      4m 31s
    7. Working with construction history
      5m 33s
    8. Extruding nCloth
      3m 14s
    9. Increasing efficiency with proxy collision objects
      3m 28s
    10. Modeling nCloth garments
      2m 30s
  6. 45m 5s
    1. Welding adjacent borders
      4m 17s
    2. Creating a point-to-surface nConstraint
      4m 41s
    3. Creating a force field nConstraint
      2m 14s
    4. Dressing an animated character
      8m 31s
    5. Simulating thick cloth with a wrap deformer
      4m 12s
    6. Painting attributes by vertex
      4m 7s
    7. Painting attributes by texture
      4m 52s
    8. Animating nConstraint attributes
      1m 45s
    9. Working with nCaches
      6m 32s
    10. Painting cache weights
      3m 54s
  7. 30m 15s
    1. Simulating many objects
      6m 44s
    2. Adjusting lift and drag
      6m 30s
    3. Applying wind shadow
      2m 34s
    4. Connecting nCloth to fields
      4m 19s
    5. Simulating rigidity
      3m 46s
    6. Scaling time with nCache
      2m 5s
    7. Warping objects with Input Mesh Attract
      1m 37s
    8. Tearing nCloth
      2m 40s
  8. 47s
    1. Goodbye
      47s

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