Create an nParticle Component to Component constraint

Create a Component to Component constraint to attach nParticle objects to other nParticle objects or to nCloth or passive object components.

For example, you can constrain nParticles to the vertices of a character’s nCloth shirt, so that the nParticles cling to the shirt as it moves with the character.

To create an nParticle Component to Component constraint

  1. In the scene view, select the nParticle object you want to constrain.
  2. Select the target nParticle object or the target components (vertices, edges, or faces) on the nCloth object, passive object, or non-nCloth object to which you want to constrain the nParticle object. If you select edges or faces, all their vertices will be constrained.
  3. Note:

    If you select target components on a non-nCloth object, that object will be made a passive object when the constraint is created.

  4. In the FX menu set, select nConstraint > Component to Component > .
  5. (Optional) In the Create Component to Component Constraint Options Box, turn on Use Sets to add the target object’s components you selected to a dynamic constraint selection set.
  6. Click Create Constraint or Apply.

    The nParticle object is now constrained to the other target nParticle object or to the target vertices of the nCloth or passive objects you selected, and they are now connected to the nParticle object’s Maya Nucleus solver through a dynamicConstraint node.

    The preset properties on the dynamicConstraint node determine the constraint’s type (in this case, a Component to Component constraint) and how it behaves. For example, you can create a Component to Component constraint with the following attribute settings:

    • Spring as the Constraint Method
    • All to All as the Component Relation
    • Nearest Pairs as the Connection Method

    See dynamicConstraintShape.

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