In reality, objects cannot go through themselves. While 3D does not take volume into consideration, cloth simulation can calculate collisions. How do collisions work in Autodesk Maya nCloth? Explore the Collision controls, the difference between Collide and Self-Collide, and how to use Solver Display, Collision Flags, and Thickness. Setting up collisions on your cloth objects is one of the most powerful feature in nCloth.
- [Instructor] By default, 3D doesn't take any volume…in consideration.…You can have collisions on objects going to each other,…and that's a very, very important (mumbles) issue…in computer graphics or in any graphics,…because if you have any one drawing,…and see you see object going to each other,…or when line not going to other lines,…well that doesn't make things very credible,…and even if we create magic thing,…they have to feel real,…it's not about making real thing,…but it's about making things feel real.…
So, in 3D, as we can see,…if we have a cube like that,…well you see the cube is in the plane,…and that's not very real, and I can move the cube,…and the cube can go through the plane, and,…having this stuff happening,…every time we see it, we know…that this cube is empty,…and we know that this plane doesn't exist.…So how (mumbles) simulation can help us to do that?…And what other kind of control we have (mumbles) actually?…To manage this concept of collision, and this concept…of object maybe not going through themselves,…
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