View Full Version : Particles to nCloth
Aikiman 10-22-2007, 05:27 AM Hey guys is there any way to make maya particles deform nCloth? Mass was never going to work but it was worth a crack nige.
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kbrown
10-22-2007, 01:04 PM
Via force fields maybe? Create a force field, connect it to your nCloth, use the particles as a source of field and tick on that per vertex setting under special effects. Might be slow but should work.
Duncan
10-22-2007, 06:22 PM
Good idea. Also, depending on the scene one might also create the particles as a soft body, then use the soft body as either an input mesh for the nCloth (input mesh attract) or perhaps as an object to attract the nCloth to using a constraint.
Duncan
Aikiman
10-22-2007, 06:44 PM
Thanks for your ideas guys, Im familiar with the radial field one, although Im having trouble trying to get it working for some reason. The other two ideas using input attract and constraint sound interesting, I will be exploring those methods also. :)
Duncan
10-22-2007, 07:04 PM
Note that for the radial field setup you need to toggle on "apply per vertex" on the field node.
Duncan
I use particles as a field now almost all the time since it's really powerfull tool.
Newton field works best as attractive sort of goal type of tool, while radial field is really good as "repulsive" force, or attractive too, with negative values
In general I use more volume axis field then others, since it's most flexible...
Als
Aikiman
10-25-2007, 11:24 PM
thanks guys, this has been helpful, I got it working however I had the connect to field to the nCloth using the dynamics editor rather than shift selecting and going through the menu. Not sure if this is a bug or that I was selecting the wrong node.
As for the input mesh idea, I dont know how to connect the mesh to the nCloth, there is a menu item but it didnt work. Should I connect it throught the connection editor instead?
The mesh has to be like one you would use as a blend shape.
Have you tried to use ncloth constaint and it didn't work?
Als
Duncan
10-26-2007, 12:09 AM
[QUOTE=Aikiman]As for the input mesh idea, I dont know how to connect the mesh to the nCloth..QUOTE]
One method is to simply make your softbody mesh nCloth then use input attract.
Duncan
Aikiman
10-26-2007, 03:31 AM
I cant seem to get the Attract to matching mesh working properly, I keep getting this error...// Warning: One cloth and a topologically identical mesh must be selected. Both poly meshs are identical, one is nCloth the other a normal poly mesh.
I did manage to get Component to Component working however.
As I mentioned before, the shape must be topologicaly identical, like if you are doing blend shapes between the two.
Have you duplicated without history or connections your cloth mesh, and then changed it?
This should work...
Component to component doesn't care about topology...
Als
Duncan
10-26-2007, 04:55 PM
Note that if you have created a component to component constraint, you can make it behave like "attract to matching mesh" by making the constraint connection method "component order" and the constraint restLengthScale 0. However if indeed the meshes do not exactly match in topology then the connections may be between different points on the two surfaces.
Duncan
Aikiman
10-26-2007, 09:58 PM
sorry my bad, I was hitting ctrl+D and creating an instance of my original geometry, I should have reset my duplications settings, now it works like it should.
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