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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.
By default, a lot of the nodes that you would normally expect to see in the Attribute Editor are hidden for nCloth objects, and that's just to streamline the display, and to hide anything that is less essential, to make room for more important things, like the nucleus node. If I select the nCloth object, and hit Control+A to open the Attribute Editor, you'll see that indeed I've got access to the nucleus node, the shape node, and a couple other nodes, but I don't see my material nodes, and I don't see the constraint node, for example, that I know is actually connected to this object.
We can make those nodes visible in the Attribute Editor very easily. We'll just go up to the nSolver menu, and you'll see there's an entry here that says AE Display; that's Attribute Editor Display. And we can just enable the node types that we want to see. I'll turn on Material Nodes, and now I've got my Lambert shader, or Lambert material. Likewise, I can go back up into nSolver > AE Display, and enable dynamicConstraint Nodes, and now the dynamic constraints that are attached to this object are going to be easily accessible in the Attribute Editor.
Just a simple thing that will streamline your workflow.
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