A superhero cape is different from an armor. The topology of models are always different, so how do the polygons affect the simulation in Autodesk Maya nCloth? How do you model and control the look of a simulated object? In this tutorial, learn how to prepare the correct topology, and learn how subdivisions change the behavior of a cloth simulation object. Lean how to control the topology you need.
- [Narrator] We've just been looking at some reference…material and we've just seen that there's many different…type of dynamic subject and different things and…different information.…So we can see that there is some objects that look…like rubber that bend but not too much and in a very…soft way.…As much as we have very, very scene objects that have…a lot of, a lot of detail and that can bend…very precisely and can have so many very precise forms.…So how can we really model the MASH?…Why we should really model MASH in one way or…another depending of the reason we need because.…
In previous video we've seen that we can control that but…the first thing that we need to is to model a MASH…and to use that as a simulation object and it will…affect a lot so let's look at how we should model object…and how actually the modeling as well is affecting…simulation.…So we can start with a very simple testing as usual and…we can just create a plane.…So let's create the ground like that and we can create…that under the plane that will be our test plane and…
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