goja
01-22-2009, 10:11 AM
Hi,
I'm doing some test with ncloth lately in maya 2009, and have to say that I'm really astonished by it. Great work!
I've got a problem though, to have it work with rigid bodies.
I want to build a rope with objects attached to it that swing. Now the objects should be rigid of course.
As a rope I use a poly-cylinder, it has a "transform constrain" on the vertices at one end. The object is attached to it at the other end with a "component to component constrain", both are ncloth objects.
As I learned already true rigid-bodies aren't implemented in ncloth yet. So I'm turning up the "resistances (stretch, compression, bend, deform)" and the rigidity.
But when I move the rope to a start point (simulating) and set "initial state -> use current" and have an object with rigidity on it, it just explodes at the first simulation frame.
So for now the only way - when working with "initial state" - is to keep the rigidity at zero, and turning up the "resistances", which actually works, but I would prefer to use "rigidity", to be sure to have (nearly) no deformations.
Maybe this workflow with ncloth-objects isn't the best for this rope-object situation, anyway? It would be great to constrain non-ncloth objects to ncloth simulations, is this possible?
Thanks and greetings
Jan
BTW: Is there a way to get ncloth working with multithreading?
I'm doing some test with ncloth lately in maya 2009, and have to say that I'm really astonished by it. Great work!
I've got a problem though, to have it work with rigid bodies.
I want to build a rope with objects attached to it that swing. Now the objects should be rigid of course.
As a rope I use a poly-cylinder, it has a "transform constrain" on the vertices at one end. The object is attached to it at the other end with a "component to component constrain", both are ncloth objects.
As I learned already true rigid-bodies aren't implemented in ncloth yet. So I'm turning up the "resistances (stretch, compression, bend, deform)" and the rigidity.
But when I move the rope to a start point (simulating) and set "initial state -> use current" and have an object with rigidity on it, it just explodes at the first simulation frame.
So for now the only way - when working with "initial state" - is to keep the rigidity at zero, and turning up the "resistances", which actually works, but I would prefer to use "rigidity", to be sure to have (nearly) no deformations.
Maybe this workflow with ncloth-objects isn't the best for this rope-object situation, anyway? It would be great to constrain non-ncloth objects to ncloth simulations, is this possible?
Thanks and greetings
Jan
BTW: Is there a way to get ncloth working with multithreading?
