Now our scene is set up, and ready to animate. I just want to be able to see it a little bit better. It's a good idea to see the wireframes. In my panel toolbar here, I'm going to enable Wireframe on shaded. I'm going to hide that toolbar now; the shortcut for that is Control+Shift+M. Just get that out of the way, because we don't need that now. So, I've got a tabletop, and I've got a tablecloth. And so that the tablecloth will collide with the tabletop, I'll need to make the tabletop a so-called passive collider.
I'll select that, and I want to go into the nDynamics menu set in the upper left-hand corner. You'll see there's a menu that says nMesh. You can see, at the very top, we've got two different options to create. There is Create Passive Collider, and Create nCloth. I want to choose Create Passive Collider, and activate that. Now you'll see that with that object selected, I don't see anything special in the Channel box.
But let's open up the Attribute Editor, Control+A, with that object selected. Now you will see a few things. You will see nucleus 1; that is the master simulation node that's controlling all the objects. Then we've got an nRigidShape; that's a node type called nRigid, also known as passive collider. Just like everything in Maya, it needs to have at least two names for the same thing. It's got the menu name, which is human friendly, and then it's got the node name, which is more for programming purposes, or coding purposes.
In the next movie, we will create an nCloth for the tablecloth.
Author
Released
11/30/2012- Understanding the nucleus solver
- Adopting a scale convention
- Adjusting nCloth and nRigid attributes
- Creating and animating nConstraints
- Editing nConstraint membership and influence
- Smoothing nCloth with subdivision surfaces
- Storing and manipulating simulation data with nCache
- Improving simulation quality and efficiency
- Dressing an animated character
- Painting dynamic attributes such as Stickiness
- Simulating many objects such as falling leaves
Skill Level Intermediate
Duration
Views
Related Courses
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Introduction
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Welcome39s
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Using the exercise files1m 28s
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1. nCloth Basics
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Adopting a scale convention4m 27s
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Building polygon primitives5m 42s
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Freezing transforms1m 38s
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Creating passive colliders1m 46s
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Creating nCloth2m 17s
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Setting Nucleus Space Scale2m 47s
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Choosing an nCloth preset2m 18s
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2. Simulating Dynamic nCloth
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Planning and preparing1m 10s
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Laying out the scene4m 49s
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Defining materials2m 40s
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Constructing a simulation5m 48s
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Adjusting strength drop-off3m 15s
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Adding Nucleus wind1m 29s
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Using interactive playback1m 33s
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3. Directing nCloth
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Tuning solver attributes2m 34s
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Adjusting dynamic properties4m 29s
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Setting the initial state2m 25s
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Creating an nCache6m 59s
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4. Optimizing Performance
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Duplicating nCloth5m 25s
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Assigning Nucleus solvers2m 14s
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Using collision layers5m 6s
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Extruding nCloth3m 14s
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Modeling nCloth garments2m 30s
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5. Integrating nCloth with Animation
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Welding adjacent borders4m 17s
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Working with nCaches6m 32s
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Painting cache weights3m 54s
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6. Simulating Special Effects
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Simulating many objects6m 44s
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Adjusting lift and drag6m 30s
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Applying wind shadow2m 34s
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Connecting nCloth to fields4m 19s
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Simulating rigidity3m 46s
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Scaling time with nCache2m 5s
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Tearing nCloth2m 40s
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Conclusion
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Goodbye47s
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Video: Creating passive colliders