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Setting Nucleus Space Scale

From: Understanding Maya nCloth

Video: Setting Nucleus Space Scale

We've got our nCloth simulation working, but as you see, it's not looking correct. It won't even really bend properly. And at first blush, you might think that this is because maybe the dynamic properties of the cloth are not set correctly, maybe it's got too much stiffness, or something like that. So you might be tempted to select that, and go into its attributes, Control+A, and start playing around with these Dynamic Properties, changing the amount of Rigidity, or the amount of Compression Resistance, or whatever.

Setting Nucleus Space Scale

We've got our nCloth simulation working, but as you see, it's not looking correct. It won't even really bend properly. And at first blush, you might think that this is because maybe the dynamic properties of the cloth are not set correctly, maybe it's got too much stiffness, or something like that. So you might be tempted to select that, and go into its attributes, Control+A, and start playing around with these Dynamic Properties, changing the amount of Rigidity, or the amount of Compression Resistance, or whatever.

But if you were to do that, you'd actually be barking up the wrong tree, because that's actually not the problem here. The problem is that Nucleus expects me to build my scene at 1 to 100 scale, but I've built my scene at 1 to 1 scale, and so currently, nucleus thinks that this tablecloth is actually not 1 meter from side to side, but 100 meters from side to side, and that's why it's not behaving correctly. So, I'm going to rewind. I want to go to the nucleus node, and there is a super important attribute that's kind of buried way down here at the bottom; you need to dig around find that. Here it is: Scale Attributes.

I want to open that up, and this is probably the most important attribute in all of nucleus: Space Scale. If Space Scale is 1, then Nucleus thinks that your world is that 1:100 scale. If you've built your scene to 1 to 1 scale, then you'll need to put a multiplier value in here. But there's a catch; most people would think that, oh, I've got a scene that's built that 1 to 1 scale. Nucleus thinks that it's at 1 to 100 scale, so I'll just turn this up to a 100, multiplying it by 100.

But in fact, that's actually the exact opposite of what you need to do. Nucleus thinks that this object is not 100 meters wide, but actually 10,000 meter wide; a 100 times a 100. Okay, well that's totally wrong. The weird thing here is that the Space Scale needs to be set to not 100, but the inverse of 100, or 1/100, or 0.01. For a scene that's built at 1 to 1 scale, the Space Scale needs to be 1/100.

There you go. So now it's playing back correctly. General rule of thumb: if your scene is built at 1 to 1 scale, set the Space Scale to be 0.01. If your scene is built at 1/10 scale, set the Space Scale to 0.1, or 1/10, and if you're seen is built at 1/100 scale, then the Space Scale will be 1.

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This video is part of

Image for Understanding Maya nCloth
Understanding Maya nCloth

59 video lessons · 2491 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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