{"id":482,"date":"2022-09-08T20:45:09","date_gmt":"2022-09-09T00:45:09","guid":{"rendered":"https:\/\/animation.monmouth.edu\/instruct\/?p=482"},"modified":"2022-10-25T10:16:23","modified_gmt":"2022-10-25T14:16:23","slug":"cloth-sim-on-bound-mesh","status":"publish","type":"post","link":"https:\/\/animation.monmouth.edu\/instruct\/autodesk-maya\/cloth-sim-on-bound-mesh\/","title":{"rendered":"Using Cloth Simulation on a Bound Mesh"},"content":{"rendered":"\n<p>On this page:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><a href=\"#target\" data-type=\"internal\" data-id=\"#target\">Cloth with target<\/a><\/li><li><a href=\"#preset\" data-type=\"internal\" data-id=\"#preset\">Restoring Cloth Sim after switching nCloth presets<\/a><\/li><li><a href=\"#anim\" data-type=\"internal\" data-id=\"#anim\">Animating a character with Cloth Simulation (temporarily turn off simulation)<\/a><\/li><li><a href=\"#weights\">Adjusting Skinbind weights after applying cloth<\/a><\/li><\/ul>\n\n\n\n<p>In Maya, you can make (parts of) a bound mesh behave like cloth. Here is an example created a while ago:<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-4-3 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"Reaper nCoth Test\" width=\"780\" height=\"585\" src=\"https:\/\/www.youtube.com\/embed\/M_dcR1LLaYY?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<a name=\"target\"><\/a>\n\n\n\n<h3 class=\"wp-block-heading\">Cloth with target<\/h3>\n\n\n\n<p>If you want parts of your mesh to behave like cloth while the animation is driven by a skinbind (e.g. a skeleton), follow these steps: <object width=\"420\" height=\"315\"><\/object><\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>Bind you mesh to the joints and paint the weights appropriately<\/li><li>Turn the bound mesh into nCloth<ul><li>Select the Mesh and click on the T-shirt with plus sign icon on the FX tab or go to <strong>FX \u2192 nCloth \u2192 create nCloth<\/strong><\/li><\/ul><\/li><li>Set the <strong>Input Mesh Attract<\/strong> to <strong>1<\/strong> (one)<ul><li>You can find this in the channel box under <strong>nClothShape<\/strong> or in the <strong>Dynamics Properties<\/strong> section of the <strong>nClothShape<\/strong> tab in the attribute editor<\/li><\/ul><\/li><li>Paint Input mesh strength<ul><li>Right click on the mesh and select <strong>paint \u2192 nCloth vertex maps \u2192 input attract<\/strong><\/li><li>A value of 1 (one) means no cloth simulation, as value of 0 (zero) results in full cloth simulation<\/li><\/ul><\/li><\/ul>\n\n\n\n<a name=\"preset\"><\/a>\n\n\n\n<h3 class=\"wp-block-heading\">Restoring Cloth Sim after switching nCloth presets<\/h3>\n\n\n\n<p>Switching cloth presets seems to ruin all your hard work, but it just re-sets two parameters, which you will have to restore:<\/p>\n\n\n\n<ul class=\"wp-block-list\"><li>(re-)Set the <strong>input mesh strength<\/strong> to 1 (one)<\/li><li>Change the <strong>Input Attract Map Type<\/strong> back to <strong>Per-vertex<\/strong><ul><li>You can find this under <strong>Dynamic Properties Maps<\/strong> in the <strong>Dynamics Properties<\/strong> section of the <strong>nClothShape<\/strong> tab in the attribute editor<\/li><\/ul><\/li><\/ul>\n\n\n\n<a name=\"anim\"><\/a>\n\n\n\n<h3 class=\"wp-block-heading\">Animating a character with Cloth Simulation<\/h3>\n\n\n\n<p>The nucleus evaluation can slow you down when you animate a character that has cloth simulation applied to part of its mesh, scrolling through the timeline in a scene with any type of simulation is not advisable. You can temporarily turn of cloth simulation (<strong>nCloth<\/strong>) under <strong>Modify \u2192 Evaluate Nodes<\/strong>.<\/p>\n\n\n\n<a name=\"weights\"><\/a>\n\n\n\n<h3 class=\"wp-block-heading\">Adjusting Skinbind weights after applying cloth<\/h3>\n\n\n\n<p>If you need to adjust weights for you skinbind after you created the nCloth, switch the display for that mesh to input mesh: <strong>FX \u2192 nCloth \u2192 Display Input Mesh<\/strong>.<\/p>\n\n\n\n<div class=\"wp-block-image\"><figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"323\" height=\"105\" src=\"https:\/\/animation.monmouth.edu\/instruct\/wp-content\/uploads\/sites\/3\/2022\/09\/CothInputMesh.png\" alt=\"\" class=\"wp-image-506\" srcset=\"https:\/\/animation.monmouth.edu\/instruct\/wp-content\/uploads\/sites\/3\/2022\/09\/CothInputMesh.png 323w, https:\/\/animation.monmouth.edu\/instruct\/wp-content\/uploads\/sites\/3\/2022\/09\/CothInputMesh-250x81.png 250w\" sizes=\"(max-width: 323px) 100vw, 323px\" \/><figcaption>You can also switch between the input mesh and the current mesh (the cloth mesh) using these icons on the FX shelf.<\/figcaption><\/figure><\/div>\n\n\n\n<p>You need to switch to the input mesh for any changes you wish to make to the bound mesh, including setting up blendshapes.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In Maya, you can make (parts of) a bound mesh behave like cloth, by turning the bound mesh into a nCloth and using the original as a target,<\/p>\n","protected":false},"author":3,"featured_media":497,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[78,85,14,3,15],"tags":[79,80,81,82],"class_list":["post-482","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-78","category-3d-computer","category-animation","category-autodesk-maya","category-rigging","tag-cloth","tag-ncloth","tag-simulation","tag-skinbind"],"_links":{"self":[{"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/posts\/482","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/comments?post=482"}],"version-history":[{"count":7,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/posts\/482\/revisions"}],"predecessor-version":[{"id":509,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/posts\/482\/revisions\/509"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/media\/497"}],"wp:attachment":[{"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/media?parent=482"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/categories?post=482"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/animation.monmouth.edu\/instruct\/wp-json\/wp\/v2\/tags?post=482"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}