Polygons can be very different in topology. Learn how mass us applied on the vertices and how can we control Autodesk Maya nCloth independently to the meshes. In this video, learn how to make your objects behave the same, setting up Scaling Relation and the Quality settings. Remember this because it's crucial for a great setup.
- [Narrator] We've just seen how a cloth object…is deformed and how it can maintain its structure…and how it's moving in the world…and how it can collide as well.…But here in this video I really have to…share something very important with you,…which is how you will make all those piece of clothes…kind of behaving together in a (mumbles) way.…And the other thing is that we know…that we are assimilating polygons,…but the polygons are very different…and we can have a very tiny object…with many polygons because we need a lot of detail…to show what this tiny object is.…
As much as we can have huge object that are very simple…because they are very simple surfaces,…so they will have very few polygons.…But as we've seen in cloth dynamics,…everything is based on the polygons, on the vertex,…so the more your vertex, the more there will be springs…and then we have to have a look at…how nCloth deal with that and how…we can deal with that and let's try to…understand how in nCloth actually apply…those parameters on the polygons 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