Maya VFX Series: nCloth for Character Animation

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  • Опубликовано: 27 янв 2025

Комментарии • 73

  • @blessethishe
    @blessethishe 3 года назад +6

    Wow, very clear and easy, and that's a big thanks to your excellent explanation skills. You knock this one out the park.

    • @sarkamari
      @sarkamari  3 года назад

      Appreciate your kind words. These comments mean a world to me

  • @ТимофейТащер
    @ТимофейТащер 4 года назад +3

    The fact that the gnomon fit into the whole course - you showed in one lesson. Thank you so much for your work. Hello from Russia!

  • @artteam3977
    @artteam3977 4 года назад +3

    most easy to understand tutorial i have come across so far, man your way of teaching is just awesome

  • @ryansalazaracosta2596
    @ryansalazaracosta2596 2 года назад

    Ohhh Yes! this is the channel that I been looking for! great stuff.

    • @sarkamari
      @sarkamari  2 года назад

      Glad to hear Ryan💪🏼

  • @digitalrage5
    @digitalrage5 4 года назад +3

    Very nice tuts mate, well explained and interesting topics. Hope to see more in VFX and destruction field.

  • @arturochomyszyn5751
    @arturochomyszyn5751 2 года назад

    that was a clear explanation of a advanced ncloth workflow!. Thanks a lot for sharong your knowledge!

    • @sarkamari
      @sarkamari  2 года назад +1

      Amazing to hear. Thanks Arturo 🙏🏼

  • @Noob-zi2ce
    @Noob-zi2ce 2 месяца назад +1

    Maya doesn't make this easy at all. Great tutorial!

    • @sarkamari
      @sarkamari  2 месяца назад

      haha, certainly not

  • @ReiBerjibaku
    @ReiBerjibaku Месяц назад +1

    this is really well explained, nice
    but
    is this really the workflow used in real production??
    it's feels very layered with multiple duplicating mesh
    orignal>duplicated>nCloth Output>nCached Alymbic> cleanfile import
    we're using a fixed mocap animation here, but if it's your run of the mill manual animation, and then after reaching the "clean file" stage, someone down the pipe making a revision
    i can only see a big headache

    • @sarkamari
      @sarkamari  Месяц назад

      It really depends on the studio and its budget. At Disney, we use our proprietary tools alongside some Houdini. Smaller studios might rely on software like Marvelous Designer, Houdini, or even Bifrost. Ultimately, the more tools you’re familiar with, the better you can adapt to the studio’s needs.

  • @shjung8265
    @shjung8265 4 года назад +2

    simple long enough thank you. i appreciate it.

    • @sarkamari
      @sarkamari  4 года назад

      Appreciate your kind words

  • @pravin4d2
    @pravin4d2 4 года назад +1

    Very lovely tutorial I get lots of information in this video👍❤️❤️❤️

    • @sarkamari
      @sarkamari  4 года назад

      Glad you found this video useful

  • @PencilGlue
    @PencilGlue 4 месяца назад

    Awsome tutorial sir. Used it to make hair simulaiton 😆

  • @jiayujinn
    @jiayujinn 2 года назад

    Super helpful! Big thanks!

  • @raol635
    @raol635 2 года назад

    Thank you. Good techniques.

    • @sarkamari
      @sarkamari  2 года назад

      thank you Driss 🙏🏼

  • @behnamkhamisi8786
    @behnamkhamisi8786 3 года назад +1

    سلام و سپاس رضا جان.

  • @bandoli66
    @bandoli66 2 года назад

    Great video. Thanks!!!!!

  • @Radwalls
    @Radwalls 3 года назад

    I got to 19:47 and... My characters shirt follows the arms until it gets to zero and then the shirt just freezes there. It seems like the nCloth is not falling fast enough or at all? I don't know what to make of it or how to proceed. Any ideas, maybe my scene scale is too big? Thanks man.

    • @sarkamari
      @sarkamari  3 года назад

      Does the cloth follow the body after the blendshape?
      If no then repeat the blendshape step. If yes check your playblast speed, scene scale and substeps
      I talk about all three in the video

  • @MegaRazac
    @MegaRazac 4 года назад

    Thank you Sarkamari

  • @areebaqaseem5888
    @areebaqaseem5888 3 года назад +1

    hi man.. i have a question, how we get character and clothes for ncloth?? when we dnt know how to model.

    • @sarkamari
      @sarkamari  3 года назад

      Best is to use cloth modeling software such as Marvelous Designer. However the clothing can be sculpted a retopo in Maya. I don't recommend modeling it in Maya.

  • @Aditya90sKZ
    @Aditya90sKZ 3 года назад

    The paint ncloth vertex maps is not loading or not there, i couldn't do that part

  • @the2fives
    @the2fives 8 месяцев назад

    It wasn't clear to me why he duplicated the character and cloth and created the blendshape. Is it for better simulation?

    • @sarkamari
      @sarkamari  8 месяцев назад +2

      Correct
      The original mesh always comes with auxiliary nodes, especially if it was previously rigged. Additionally, there are times when you’re forced to modify the geometry. With this method, you always work on the duplicated version instead of the original.

    • @the2fives
      @the2fives 8 месяцев назад +1

      @@sarkamari Fantastic! Thanks so much for the explanation!

  • @vernonsokhela6008
    @vernonsokhela6008 4 года назад

    Very nice and easy to follow tutorial, thanks.

    • @sarkamari
      @sarkamari  4 года назад

      Glad you found it useful

  • @moldusoanimation782
    @moldusoanimation782 4 года назад

    Hello, I often do the extrude after the simulation to avoid overlapping faces..but now I am trying with a Torus for a necklace and it doesn`t work

  • @moldusoanimation782
    @moldusoanimation782 4 года назад

    Hello, the nucleus, the nCloth and the nRigid stays behind when I anímate the character…how can I recognize in the outliner which one is if I have more than one ncloth?

    • @sarkamari
      @sarkamari  4 года назад +1

      If you scrub through the timeline ncloth stays behind because Maya can’t calculate skipped frames. However, if you have followed all the steps ( including caching) the playblast should show things correctly

    • @moldusoanimation782
      @moldusoanimation782 4 года назад

      @@sarkamari thank you!!

  • @valentinagiorgi3835
    @valentinagiorgi3835 3 года назад

    Thank you so much

  • @Michael-bg7fw
    @Michael-bg7fw 4 года назад

    Can you bind the static geo to an already cached out animation instead of rigged animation and then add the ncloth setup? When I do the new ncloth geo has no animation.

    • @sarkamari
      @sarkamari  4 года назад

      The idea behind caching is not to have modifiers on the mesh. Skin cluster can really slow down your sim. That’s why we transfer the anim to a clean geo with a help the blendshape. Hope it makes sense

    • @Michael-bg7fw
      @Michael-bg7fw 4 года назад

      @@sarkamari It does but ultimately once you apply nlcoth to that geo with blend shape the animation is being driven by the simulation not the blend shaped correct?

  • @satt079
    @satt079 Год назад +1

    Im really sorry but in marvelous we can remesh it to quad

    • @sarkamari
      @sarkamari  Год назад

      No need to be sorry 😂
      The remesh system in MD is one of my video tutorials for this series.
      It's already been recorded and will be released soon on this channel.

  • @anmcopico4228
    @anmcopico4228 3 года назад

    Can i ask you something?
    I need to animate a hanging in neck scene.
    What i did is first keyframed all struggling to breath scene on a rigged body and it went well.
    Then created a tube and converted to ncloth to simulate the rope ,( All i need is him swing through air while struggling) i just stuck there , please help me if you understood what i said.

    • @sarkamari
      @sarkamari  3 года назад +1

      If I gather correctly you are using the same skinned geometry as collision obj. That's usually where the problem lies. That's why I tend to seperate the collider from the skinned mesh. The rest is fine tuning your collision parameters on your nCloth node. Watch the video for more information on each section.
      Hope this helps

    • @anmcopico4228
      @anmcopico4228 3 года назад

      @@sarkamari thanks

  • @jameswales2122
    @jameswales2122 4 года назад

    Would this be able to be linked to an attribute to switch between simmed and unsimed cloth

    • @sarkamari
      @sarkamari  4 года назад

      Hi James;
      Not sure what you're asking I am afraid. nucleus gets calculated only when you play the timeline otherwise the mesh can't get simulated

    • @jameswales2122
      @jameswales2122 4 года назад

      @@sarkamari So if you where to set up a rig file would you also set up a file with simmed cloth set up and reference replace the reference of the rig witht the simmed cloth for render time

    • @sarkamari
      @sarkamari  4 года назад

      The short answer is yes. You always want to keep your simulated mesh seperate and independent from your rig. That's why having a polished animation is necessary. Simply simulate the cloth and export/ reference the cached Sim into the master scene.

  • @maxparkervfx
    @maxparkervfx 4 года назад

    How would you go about doing some realistic destruction with Maya’s built-in dynamics?

    • @sarkamari
      @sarkamari  4 года назад +1

      I’ll make a video on it soon

  • @moldusoanimation782
    @moldusoanimation782 4 года назад

    hello, I have another one...How can I continue my animation if I already did the ncloth simulation, it takes too long to see the preview in the timeline..I know I should aplied the ncloth after I finished the animation, but it happens that I need to do some changes!

    • @sarkamari
      @sarkamari  4 года назад

      Yes. Always finalise your animation before nCloth. With that you can export your animation as alembic and only then apply dynamics

    • @moldusoanimation782
      @moldusoanimation782 4 года назад

      @@sarkamari someone told me that I can enable the nucleus and animata as if there is no ncloth..it works!

  • @artteam3977
    @artteam3977 4 года назад

    i followed each step but my blendshape is not working please help

    • @sarkamari
      @sarkamari  4 года назад +1

      Best strategy is to try the technique on a simpler example to make sure your approach is right. Then move to the problematic scene. Of course if you run into the same problem you know it is coming from your scene

  • @jcordova8595
    @jcordova8595 Год назад +1

    You forgot to mention that you can remesh / retopologize inside of Marvelous Designer as well.

    • @sarkamari
      @sarkamari  Год назад

      I have another video just about that. Coming out soon

  • @felipegimenes
    @felipegimenes 3 года назад +1

    It's awesome. Congrats for the video!
    I've applied it in a character, but some vertices are flickering. Do you know because it happens?

    • @sarkamari
      @sarkamari  3 года назад +1

      It's caused by geo interpenetration. Use soft select and move them away from the geometry ever so slightly. It should fix the whole thing

  • @rurus_rurus
    @rurus_rurus 3 года назад

    Thanks!

  • @danielrosalesfernandez1492
    @danielrosalesfernandez1492 4 года назад +1

    you could share the files to do the exercise in a learning way

    • @sarkamari
      @sarkamari  4 года назад

      There's copyright issue. I'll look into it though.

  • @augustosilva8974
    @augustosilva8974 2 года назад

    works gj

  • @seencapone
    @seencapone Год назад

    Sure seems like there's a LOT of steps and geometry duplication. There has to be a simpler workflow.

    • @sarkamari
      @sarkamari  Год назад +2

      Yes. The answer is Houdini ;)

    • @ironknightzero
      @ironknightzero 4 месяца назад

      @@sarkamari Tried Houdini for cloth, its terrible, not getting high frequency details, spent couple of days on it as well. Maya works better with cloth imo for characters. Marvelous Designer works too.
      Also, if you look at examples of houdini character cloth, all you'll see is long robe types of cloth that move a lot, there are no other in betweens