View Full Version : ncloth
aanup 01-30-2008, 06:21 AM I have nice female character that needs to have raincoat.
how can i give realistic bend on it.
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MrWeeeee
01-31-2008, 06:39 AM
Definitly start with one of the presets that ships with Maya, thats always a good start. Then just tweak the settings from there. If you are not too familiar with what all of the attributes do open up the Maya Help Docs while ypu fiddle with them, it'll help a lot.
aanup
01-31-2008, 09:33 AM
thanks for reply Mr Weeeee. but that's is'nt a nice reply.
any other help>?????
particlefx
01-31-2008, 12:20 PM
check out the working units in maya..
according to that change the scale settings in maya nucleus...
aanup
02-04-2008, 03:44 AM
i'v set all cloth property but i couldn't give relastic wrincle on it.
what to do can anyone help me.
Duncan
02-04-2008, 05:22 PM
Just a general guide:
If you are treating units as cm then make the space scale 0.01 on the nucleus node. For good wrinkles you will need a moderate to high resolution mesh, although keep the resolution as low as you can tolerate. Quad meshes with uniform sized quads work the best. One can also apply a smooth to the output cloth mesh, for better render quality.
Make the stretch resistance very high( like 500 ) and then set the substeps to something like 50 and the collide iterations to something like 70. Keep damp low or zero and initially turn off self collisions for tests.
For self collisions try first vertex collisions(under quality settings). Set the solver display to self collision and adjust the selfCollideWidthScale to the point that the spheres just touch.
If this doesn't work well, then try full surface self collisions with a much lower selfCollideWidthScale. If you then get any stuck vertices problems you may need to also turn on selfTrappedCheck.
Duncan
aanup
02-05-2008, 09:17 AM
thank u verymuch Duncan. its working
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