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In Maya 2009 New Features, George Maestri demonstrates several breakthrough updates in the latest version of this 3D modeling, rendering, and animation tool. He explores the upgrades to the interface and covers soft selection and other modeling tools. George then delves into more complex new features, including the Asset Manager for organizing objects and nodes within a scene; animation layering to blend, merge, group, reorder, override, and add to preceding layers; Maya Muscle, for creating lifelike skin motion; and nParticles, a new particle system. Exercise files accompany the course.
Now let's take a look at collisions between particles and objects in nParticles. This is pretty simple to use. I have a file here called collisions.mb. So let's take a look at this. I have got a trough, a spout and then in the back of that spout I have a little plane. Let's go ahead and select that. And then under nParticles we want to make sure that we have a Water checked. So we are going to create water type particles and then we are just going to go Emit from Object, make sure that the plane is selected. And then when I scroll back to zero and play this, you can see that it's emitting water, or water-like particles. Now what is happening here though is that the water is just emitting from that plane and it's being affected by gravity, but it's not flowing.
So as you can see this is not interacting with the trough or the spout, so let's go ahead and add those into the solution. We can do that by selecting these and simply going over to nMesh. And all we have to do is Create Passive Collider. Now let's go ahead and see the options here. There's really only one option and that is what the Solver is and the default Solver is always nucleus1 and that's what we want to use. So all we have to do here is go Make Collide and when we do that, what happens is the water will now be channeled down the spout and into the trough.
So as you can see you can make some very complex effects using just collisions and gravity. Now in addition to rigid objects you can also have things collide with stuff like cloth. Let's go ahead and show you that. I am going to open a scene here called ClothCollision and what it has is basically just a plane and some cylinders. Right now there is nothing going on here. So let's go ahead and add in some cloth and we'll show you just a little bit of nCloth here. We are going to select this plane and just go nMesh > Create nCloth and what that does is it creates a cloth.
Now what we want this cloth to do is collide with these cylinders. Now this Solver is the exact same Solver that we used for particles. So it's exact same procedure. We can go nMesh > Create Passive Collider and now the cloth will collide with the cylinders, just like the particles collided with the trough. Now we can take this one step further and add particles into this equation. So I am going to scroll back to zero. Go nParticles > Create nParticles. I am going to go ahead and change this to balls and just let's go ahead and Create an Emitter and move that Emitter slightly above that cloth. Now watch what happens. When the balls are created, they will collide with the cloth and they will also interact with the cloth.
So they are actually going to push the cloth down. If I took those particles and selected them and went into the Attribute Editor, I could under Dynamics, increase the mass. And if I increased the mass, I can also increase the radius of the particles, make them a little bit bigger and if I do that then they are going to have a bigger effect on the cloth. Now as I start using cloth you're going to see, you're going to have a much deeper effect here. So you can see how we have created a very complex effect with just a few keystrokes. It's actually makes these sorts of things very easy.
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