You're now in production. Apply what we have learned by making a realistic flag in Autodesk Maya nCloth. You’ll see the steps to model a flag, the use of square or triangle polygons, polycount, and setting up cloth simulation objects. Go create your own scene and flag.
- [Narrator] Let's start our Chapter Four. So, in this chapter we are in production and we have a flag to make. A flag was the first ever object I made on a feature film, so I think it's a very simple object to model as well, so it's very great classic in cloth dynamics and simulation. So, in this chapter we're going to go through all the steps from start to finish to create a very great realistic flag. For you to make sure that this very, very simple cloth object- you master it.
So, let's go ahead. And we can start with a new scene as usual. And we will first do the modeling, which means creating the polygon on the simulation object we need. A flag is rectangular so we can maybe start with a plane. So let's say that this plane, P Plane one, will be our flag. So let's rename it Flag. And usually we can name it underscore sim, 'cause this will be a simulation object.
And we can maybe scale it so how big our flag should be. So we have this flag and the flag is rectangular plane. So we just renamed it Flag_sim. So let's move it up... Let's turn it around. Maybe like that because our flag might be in a vertical position like this at the beginning. So okay, 90... then... great.
And so the first thing that we will have to consider is its shape and its polygon. So maybe we want it to be rectangular, so we can maybe go in the poly plane one and maybe adjust the height, maybe by point five. Maybe I will go the other way around for the width. Point five. And so if this is our flag- or maybe a bit point six- let's make it a little bit less panoramic. And so first of all what we have to consider is how much polygon we will need and maybe...
How does polygon have to be. So as we see right now, the interesting thing is that our polygons are not square. So do we want that or not? The answer is that we know that in cloth, we'll only deform this plane only by the polygon. So the parameter is that basically it will be able to do 10 creases horizontally and 10 creases vertically. But there's no real reason that it could not crease more vertically, because I guess usually fabrics have the same number of thread vertically and horizontally.
So what we need to do is to maybe step up the subdivision because we will want, maybe, a sort of good amount of detail so maybe for this one I can go all the way to maybe 2,600 vertices like that. Which is like subdivision 50/50. But then zooming in, what we can do is maybe to adjust the horizontal value which will be the width for us and to add a bit more polygon this way.
So I try the other way around again. Like that to start to have a truly square polygon. So 60, 70... and then here at 70, I'm pretty much okay I guess. I can push to 75. And then we know have square polygon. So that would be the model of our flag. So we can create a ground plane as well moving on, because the first thing as well will be to test it on the ground.
So, let's say that this will be our test ground. (typing) So we have our flag, we have a test ground, and now we can maybe move on quickly and create the nucleus nodes. So we can select the flag, go in nCloth, create an nCloth. Let's move the nucleus up there, the nCloth1 under that. And then maybe we can rename this by Flag_sim_nCloth.
So like that we know that this is the nCloth. On test ground let's create a passive collider. And let's rename it test_ground_nRigid. And we can very simply let it fall to see if it's working. So we have an issue. Ah, maybe just because my timeline was not at zero so you see it doesn't even want to start. So I have to maybe restart there. And now that I refreshed Maya, the little yellow dot appeared. So you see the importance of pushing this go back to start of play range to really force Maya to always refresh this node and make this simulation nucleus starting.
Okay. Everything fall, we have a flag, it's colliding. So, let's say that our scene is ready. So let's go ahead and create your own scene and get all this ready for the next video.
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