Spawn nCloth objects with particles

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Old 04 April 2013   #1
Spawn nCloth objects with particles

Hi, is it possible to let some particle system, either Maya's standard or nParticles, spawn nCloth objects?

What I want to do is to create a stream of paper notes blowing in the wind, but it's kind of difficult without a relatively automated process, especially if one need to make adjustments.

These paper notes are not supposed to spawn all at once, but one or several at a time, creating a sense of randomness like they are leaking out of a bag.

Is it possible? Or what would the best approach to this be?

Thanks in advance.
 
Old 04 April 2013   #2
Not really, not easily. And no, you cant turn instances into individual ncloth objects.

Just use ncloth and constraints to release them, or an object such as a bag to drop them out of...

Nothing good is automated
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Old 04 April 2013   #3
Constraints, a very good idea actually. Thank you!
 
Old 04 April 2013   #4
No worries, Input Mesh Attract is also good...
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Old 04 April 2013   #5
Another great idea.
I realize my time away from Maya have left its trace... Better keep up
 
Old 05 May 2013   #6
Tested using Input Mesh Attract, worked like a charm. Thank you!
 
Old 05 May 2013   #7
Show us the money!
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Old 05 May 2013   #8
Originally Posted by HowardM: Show us the money!


Actually I will.
https://dl.dropboxusercontent.com/u...larCar_0001.mov

This is just a crude experiment I made using the Input Mesh Attract.
Basically I use initial keyframes to fling them out the window and towards the camera, and at the same time animate the Input Mesh Attract parameter from 1 to 0. That way I get a fairly good transition from static keyframe to dynamic simulated cloth.

Thanks for the tips, worked really well.
 
Old 05 May 2013   #9
Cool, but why not animate an input mesh attract ramp on a stack of bills (combined object) and just let them fly out dynamically? No need to hand animate anything.
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Old 05 May 2013   #10
I wanted to be in control of the timing of each bill and force them to move towards the camera. But of course I can add a cluster of objects to "fill the spaces" between the hero objects. As I said, this is just a crude test
 
Old 05 May 2013   #11
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