ricky super hero2 - autodeskstudentsdownload.autodesk.com/dcsync/ama/orig/curriculum/...1 ricky 2.0...

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1 Ricky 2.0 Cloth 2.0 Ricky Super Hero Working with Maya nCloth Section 1 Autodesk Maya nCloth is a dynamic cloth tool designed to work with polygon surfaces. nCloth can be used to effectively simulate a variety of fabrics. Ricky the rat will be dressed in nCloth, demonstrating how to create and edit nCloth to represent a variety of materials. In this lesson you will learn the following: How to model a character for use with nCloth. How to create nCloth. How to use create nCloth collisions. How to create associations between the nCloth and other geometry. How to edit nCloth attributes to refine the nCloth behavior to represent the desired material. 1. Prepare the model Modeling Ricky for use with nCloth entails a slightly different planning process than when modeling without the intent of using nCloth. The model is modeled much as was demonstrated in the Character Modeling module, however, unlike when modeling without the anticipation of working with nCloth, the character is modeled without clothing. Ricky model

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Page 1: Ricky Super Hero2 - Autodeskstudentsdownload.autodesk.com/dcsync/ama/orig/Curriculum/...1 Ricky 2.0 Cloth Ricky Super Hero2.0 Working with Maya nCloth Section 1 Autodesk Maya nCloth

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2.0Ricky Super HeroWorking with Maya nCloth

Section 1Autodesk Maya nCloth is a dynamic cloth tool designed to work with polygon surfaces. nCloth can be used to effectively simulate a variety of fabrics. Ricky the rat will be dressed in nCloth, demonstrating how to create and edit nCloth to represent a variety of materials.

In this lesson you will learn the following:

• How to model a character for use with nCloth.

• How to create nCloth.

• How to use create nCloth collisions.

• How to create associations between the nCloth and other geometry.

• How to edit nCloth attributes to refine the nCloth behavior to represent the desired material.

1. Prepare the modelModeling Ricky for use with nCloth entails a slightly different planning process than when modeling without the intent of using nCloth.

• The model is modeled much as was demonstrated in the Character Modeling module, however, unlike when modeling without the anticipation of working with nCloth, the character is modeled without clothing.

Ricky model

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• The clothing is modeled separately. Model the cloth using four sided polygons.

Ricky Clothed

• Place the character geometry and clothes geometry on layers so as to provide control over what is being worked on later.

Layers

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• All the geometry should be unwrapped before beginning work with nCloth.

• Ricky should be skinned to the skeleton.

• A simple animated movement to test the behavior of the nCloth as Ricky moves should be created.

2. Create the nCloth shirt.Work with one piece of cloth geometry at a time.

• Select the nCloth shelf.

nCloth Shelf

• Select the nDynamics menu set.

• Turn on the Shirt layer.

• With the shirt geometry selected, go to nMeshgCreate nCloth.

• With the shirt geometry still selected, Shift select the body geometry.

• Go to nMeshgCreate Passive Collider.

• Playblast the animation to see how the shirt now moves in response to and with the geometry. Provide enough frames to see how the shirt behaves as it settles.

Playblast Window

• The shirt stays with the character, but stretches too much and the collar of the shirt extends too far.

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3. Edit the attributes of the nCloth shirt.

• Return to the first frame of the simulation.

• Cloth settings can be edited directly, but Maya provide presets which can prove to be a good fit or starting point for editing. Select the shirt geometry and open the Attribute Editor. Select the nClothShape1 tab. Click on the Presets button and select T-Shirt.

• Collisions can be controlled and refined using a variety of settings. To help to manage the collisions, use the Collision Layers. In the Attribute Editor, open the Collisions menu. Set the Collision Layer attribute for the shirt to 1.

• Click on the nucleus1 tab. Set the Substeps to 50 and Max Collision Iterations to 70.

• nCloth calculates in meters by default. It is common to model in centimeters, to ensure proper approximation of the scale of your cloth, you may find it beneficial to change the Space Scale of the nucleus solver to .01. Ricky is a small creature, therefore leave the attribute at 1 to obtain results consistent with his size.

Initial Shirt Settings

Nucleus Settings

• Create another Playblast.

• The shirt's behavior has improved significantly, but note that the shirt collar still stretches out of shape. Constraints will be used to hold the shape of the shirt collar.

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4. Create constraints to affect the behavior of the nCloth shirt.

• Return to the first frame of the simulation.

• Select the shirt and RMB and select vertex to allow the selection of vertices.

• Select the ring of vertices that define the collar of the shirt.

• Shift select the body geometry and go to nConstraint Point to Surface.

• Perform another Playblast to see that the behavior of the collar is now acceptable.

• More nCloth objects will be created as a part of Ricky's costume. Open the Outliner and rename the nCloth shirt and the dynamic constraint to differentiate these objects from other nCloth objects to be created.

Named Objects

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Section 25. Create the nCloth Belt

Ricky wears a leather tool belt with various tools attached. We will use nCloth to associate the behavior of the belt with the Ricky geometry.

• Return to frame 1 of the simulation.

• Turn on the belts layer to display the geometry.

• Make the belt an nCloth object in the same fashion as the shirt.

• Select the Solid Rubber preset setting for the belt.

Belt Dynamic Properties

• Set the Collision Layer for the Belt to 2.

• The Belt buckle has been skinned to the Spine_C joint and set as a passive collider.

• The waist portion of the belt is Point to Surface constrained to the body geometry to hold the belt in place.

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Belt Constraint

• Perform a Playblast to test the behavior of the shirt and belt.

• Name all the objects created as you proceed.

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Cape Constraint

Section 3

6. Create the nCloth CapeCreate the cloth much as has been done before, but place the cape on Collision Layer 3. Start with the Loose Thick Knit preset.

• After the initial Playblast it is evident that the collar needs to be constrained, just as the shirt collar had needed to be held in place.

7. Paint Vertex PropertiesThe movement of the cape is much more acceptable with the collar constrained, but the knot of the cape is hanging down too much and the collar loses its shape. Vertex Properties of nCloth can be painted, much as skin weights can be painted, to customize behavior in specific areas. Using the Paint Vertex Properties Tool , the knot will be customized to behave differently from the rest of the cape.

• Return to the first frame of the simulation.

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Painting Vertex Properties

8. The hat and gogglesThe hat is geometry that will be converted to nCloth. The goggles are parented to a joint chain which is Par-ent Constrained to the head_end joint. The straps will be made cloth. Start with the cap, turn on the hat layer and make the hat into nCloth. Choose Thick Leather for the Preset and set the Collision Layer to 1.

• Constrain the vertices of the hat to the Ricky Geometry. The only part of the cap to move about will be the straps. Select all the other hat vertices and go to nContsraintgPoint to Surface.

• Select the shirt then go to nMeshgPaint Vertex PropertiesgInput Attract and select the option box.

• Set the value to 0 and click Flood.

• Set the value to 1. Press LMB and the B key together to size the brush.

• Paint the area around the collar and knot.

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Hat Constraint

• Turn on the Goggles layer. Set the hard parts of the goggles as Passive Colliders. Select the geometry to be made a Passive Collider, go to nMeshgCreate Passive Collider.

• Make the strap an nCloth object and set the Collision Layer to Layer 2.

• Select the strap and go to nContsraintgPoint to Surface.

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Section 49. Tools

The tools in Ricky’s belt will be made into nCloth objects with settings to maintain their shape. The tools will be Point To Surface constrained to the belt to keep them in the pockets.

• Display the tools by turning on the Devices layer.

• Select a tool and make it an nCloth object.

• Set the Dynamic settings as follows, Stretch Resistance to 100, Compression Resistance to 100, Bend Resistance to 100, and Rigidity to 40.

Tool Settings

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• RMB over the tool. Select Vertex from the marking menu that appears. Select the tool's vertices. Shift select the belt. Go to nConstraint. Select Point to Surface.

• Do this for each tool except the rope.

• The rope is a more flexible than the other tools, so the settings will be different.

• Convert the rope to nCloth.

• To attach the rope to the belt, use the Point to Surface constraint. Select the rope. RMB and select Vertex. Select the vertices which pass through the belt loop. Shift select the Belt and go to nConstraintgPoint to Surface.

Rope Vertices

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• Set the Dynamic attributes of the rope as follows, Set the Stretch Resistance to 200, the Compression Resistance to 25, the Rigidity to .5 and the Deform Resistance to .1. Set the Damp setting to 1 .

Rope properties

• The rope ends will hang a bit. Use the Paint Vertex Properties tool to paint the deformability to help minimize this behavior.

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Paint Rope Deformability

In this lesson, we learned how to work with nCloth to create dynamic behaviors in our geometry mimicking a variety of types of fabric and materials. nConstraints were explored as was the process of painting Vertex Properties in addition to customizing the Dynamic and Collision properties in the Attribute Editor.