Join Aaron F. Ross for an in-depth discussion in this video Creating a point-to-surface nConstraint, part of Understanding Maya nCloth.
Here's another way that you can constrain an nCloth object to another mesh in the scene,…and it's called a point to Surface constraint. It's quite easy to use.…What you will need to do is select some vertices on your nCloth object,…and I will do that the same way I did before, by using Edge selection mode. I…will go to Edge selection, and double-click to select that whole border. Then…I want to deselect everything except for the area around his neck; I just want…to constrain that area to his neck.…I will hold down the Control key, and draw a big box around everything else to…deselect all of those,…and double check and make sure that I haven't accidentally forgotten anything, or…missed anything. Just those in the very front.…
maybe not this one; I will deselect that with the Control key.…This should be a vertex selection;…I will hold down the Control key, and right-click on one of these edges and convert…that selection To Vertices,…and now I have got those vertices selected.…Then I need to select the object to which I want this to be constrained. I will…
AuthorAaron F. Ross
- 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
Creating Textures and Shaders in Mayawith Eric Keller3h 30m Intermediate
1. nCloth Basics
2. Simulating Dynamic nCloth
3. Directing nCloth
4. Optimizing Performance
5. Integrating nCloth with Animation
6. Simulating Special Effects
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