While working on an assignment for class, I realized there was a clothesline in my reference, and this information was actually quite useful for creating a hanging clothing effect in my finished sceme with the nConstraint - Tutorial still holds up well in Maya '23 and '24! 👌I thought I was gonna have to model out all the wrinkles for a minute there! bless u and ur darn good tutorials, sir
Thanks for that. So if you extrude some thickness on inner arms, neck for instance, then the UV’s will need to be redone, and then the cache has different geometry. Do you shrink or proximity wrap deformer after to use the single sided as cache and get the finished topology to follow?
When you simulate clothing, I recommend simulating it one-sided then export the model and add thickness after the fact. That way, you only have to do UVs once and don't have to shrink wrap or deform it back to the simulated model.
@@OnMars3D oh, ok. Thanks. But if you add extra geometry inside of arms etc, it will be different vertices than the cached sim won’t it? I mean for animation a walk or movement rather than just for draping if you see what I mean. So if I cache a single sided shirt for example with say 50 frames in Tpose then into the walk, simulate and cache it. When I put extra geo on that model for thickness or buttons etc and uv it I can’t see how the animation single sided cache would work? Sorry if I’m not making sense, been banging my head for weeks and weeks on this.
how do you add thickness after simulation? that's what i struggle with. I enver know if I should simulate cloth with thickness, without, or just have it where you can see inside (sleeves)
I definitely simulate without thickness as simulating with thickness presents more challenges. After simulating, I then add thickness by extruding the geometry.
You can just select the face loop from the extruded and detach from there. That will give you clean separation between the exterior and interior of the clothing.
I am having trouble with the DynamicConstraint. I select the vertices and then the object to constrain to, but when I constrain it (point to surface), it just randomly selects points around the object. I don't know if this is a Maya 2022 annoyance that makes me have to do it another way, but I want to smash my keyboard.....
Thanks. This is a very helpful video. However, I have encountered a problem and I hope you can assist me in solving it. I have two pieces of clothing (baggy top touching slimmer pants). The two cloth objects, especially the pants, bounce around wildly at the point where they intersect, like a sizzling effect. How can I remove this? Is this what happens when one cloth object penetrates another? Thanks.
If things like that start to happen, increase the 'Substeps' and 'Max Collision Iterations' in the Nucleus settings in the Attribute Editor. When simulations bounce wildly, that typically means there are not enough substeps/iterations for the calculations. Worst case, you could simulate them separately. Do the pants first, bake it, then simulate the shirt over the pants for a realistic result.
@@OnMars3D I did increase the substeps and max collisions and it made no difference, but I also noticed something else. The collision thickness of the two garments are interpenetrating, as a small section of the pants' thickness is poking into the underside of the tucked-in shirt. Could this be the problem? How can I fix it without moving or shrinking the clothing geometry?
If I change the animation after applying the ncloth Maya tells me ( Warning: Nucleus evaluation skipped, frame change too large)…how can I avoid that warning?
You need to make sure to go to Windows>Settings/Preferences>Preferences. Then Select the 'Time Slider' option and set "Playback speed" to "Play Every Frame". That way, no frames should be skipped.
While working on an assignment for class, I realized there was a clothesline in my reference, and this information was actually quite useful for creating a hanging clothing effect in my finished sceme with the nConstraint - Tutorial still holds up well in Maya '23 and '24! 👌I thought I was gonna have to model out all the wrinkles for a minute there!
bless u and ur darn good tutorials, sir
i love you thank you for making this video LOL saved me from watching another 4 hour lecture
Happy to help!
Woah! Thanks for the complete, detailed class and amazing tips! Awesome tutorial
Glad it helped!
Thank you! was looking for a thickness issue I had long time!!!
Glad I could help!
thank you, you helped my assignment. Appreciate the quality and knowledge
Glad it helped!
Thanks for the clear explanation
You're welcome!
Thanks for that. So if you extrude some thickness on inner arms, neck for instance, then the UV’s will need to be redone, and then the cache has different geometry. Do you shrink or proximity wrap deformer after to use the single sided as cache and get the finished topology to follow?
When you simulate clothing, I recommend simulating it one-sided then export the model and add thickness after the fact. That way, you only have to do UVs once and don't have to shrink wrap or deform it back to the simulated model.
@@OnMars3D oh, ok. Thanks. But if you add extra geometry inside of arms etc, it will be different vertices than the cached sim won’t it? I mean for animation a walk or movement rather than just for draping if you see what I mean. So if I cache a single sided shirt for example with say 50 frames in Tpose then into the walk, simulate and cache it. When I put extra geo on that model for thickness or buttons etc and uv it I can’t see how the animation single sided cache would work? Sorry if I’m not making sense, been banging my head for weeks and weeks on this.
Hey! your video are helpful, but i have 1 problem, when i put ncloth on shirt and pants, it wont simulate at all, can you tell me how to solve it ?
how do you add thickness after simulation? that's what i struggle with. I enver know if I should simulate cloth with thickness, without, or just have it where you can see inside (sleeves)
I definitely simulate without thickness as simulating with thickness presents more challenges. After simulating, I then add thickness by extruding the geometry.
@@OnMars3D what if the inside of your mesh is supposed to be a different colour?
You can just select the face loop from the extruded and detach from there. That will give you clean separation between the exterior and interior of the clothing.
I am having trouble with the DynamicConstraint. I select the vertices and then the object to constrain to, but when I constrain it (point to surface), it just randomly selects points around the object. I don't know if this is a Maya 2022 annoyance that makes me have to do it another way, but I want to smash my keyboard.....
Thanks. This is a very helpful video. However, I have encountered a problem and I hope you can assist me in solving it. I have two pieces of clothing (baggy top touching slimmer pants). The two cloth objects, especially the pants, bounce around wildly at the point where they intersect, like a sizzling effect. How can I remove this? Is this what happens when one cloth object penetrates another? Thanks.
If things like that start to happen, increase the 'Substeps' and 'Max Collision Iterations' in the Nucleus settings in the Attribute Editor. When simulations bounce wildly, that typically means there are not enough substeps/iterations for the calculations.
Worst case, you could simulate them separately. Do the pants first, bake it, then simulate the shirt over the pants for a realistic result.
@@OnMars3D I did increase the substeps and max collisions and it made no difference, but I also noticed something else. The collision thickness of the two garments are interpenetrating, as a small section of the pants' thickness is poking into the underside of the tucked-in shirt. Could this be the problem? How can I fix it without moving or shrinking the clothing geometry?
If I change the animation after applying the ncloth Maya tells me ( Warning: Nucleus evaluation skipped, frame change too large)…how can I avoid that warning?
You need to make sure to go to Windows>Settings/Preferences>Preferences. Then Select the 'Time Slider' option and set "Playback speed" to "Play Every Frame". That way, no frames should be skipped.
thanks for the tutorial
Happy to help!
my geometry is rigged and moving - but breaks through cloth?
merciii vp