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Showing posts with the label I.) Rigging and nCloth

Rigging & nCloth implementation

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 nCloth Implementation: I had tested the use of nCloth during my experimentation session #1, but to recap: Creating cloth in Maya is done via the nCloth system. To make a mesh become an nCloth, one needs to simply go to the Rigging tab, and add the layer as an nCloth. Once this is done, when the playback of the timeline is active, the physics of the engine will take over and Maya will start to simulate the cloth falling in a pretty realistic manner.  However, two things need to be done to make this work properly. Without any further additions, the cloth will simply fall through the armour forever. The first step is to set passive colliders, which are essentially things the cloth can collide with. For the chainmail at the back of the neck, I set the Chestplate, Back Scabbard and Shoulder plates to Passive colliders so that the cloth simulation would rest on these surfaces.  The second step is to get the cloth to stick to a desired target. In the case of the chainmail at th...