Travel to virtual worlds to learn how physics are applied on polygons. Understanding how cloth simulation in Autodesk Maya nCloth gets to it’s destination involves walking through the basics in computer graphic simulation: Solver, Gravity and Air Density, Substeps, Elastic forces, Springs, and Rest Length. At the end of the journey, you will know how calculations happen inside the computer.
- [Instructor] Moving on.…We've just seen how the real world work.…And now, on the other side,…we know that we have polygons and 3D.…So, the real question is how those mathematical concepts,…because yes, of course, everything…that we've been looking in the previous video,…at the end, are mathematics.…Those are functions and equations…and there's a lot of numbers and calculation in the back.…So, how this mathematical concept…can be applied with what we have,…which are initial facing polygons and vertices.…And how, in nCloth, these things work.…
So we know that we have…a polygonal approach of recreating thing.…What we do in computer graphics is just about…making just this, your face, to get the light…falling in the correct way on it…and to be able to represent visual things.…So, if we look at a polygon, we know that a polygon…is made of edges and then vertices.…It's an assembly of multiple vertices and edges…that can create a polygon.…So, the first mathematical way…of applying realism into dynamic…is to apply mass to every vertices.…
Note: This course used Maya 2018, but the cloth simulation principles and techniques shown apply to any software.
- Maya nCloth simulation and character fx
- Creating simple 3D animations
- Cloth dynamics rigging in Maya
- nCloth examples
- Setting up collisions, dynamic properties, and scaling
- Designing clothes, flags, and curtains with nCloth
- Mastering nCloth look and feel
- Working with Maya sculpting tools
- Adding constraints
- Importing Maya caches and playblast
- Baking Maya animations