Create nCloth Point to Surface constraints

You can create a Point to Surface constraint to attach nCloth components (vertices, edges, or faces) to a target surface (an nCloth surface, or a passive collision object). For example, you can use a Point to Surface constraint to hold the waistband of a pair of nCloth pants to the hips of a passive object character.

To create an nCloth Point to Surface constraint

  1. In the scene view, select the nCloth components (vertices, edges, or faces) you want to constrain.
  2. -select the target surface to which you want to constrain the nCloth components.

    The target surface can be a different nCloth object that is part of the same system, one of the nCloth’s passive objects, or a non-nCloth object.

    Note:

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

  3. In the FX menu set, select nConstraint > Point to Surface > .
  4. (Optional) In the Create Point to Surface Constraint Options Box window, turn on Use Sets to add the nCloth components and target surface you selected to a dynamic constraint selection set.
  5. Click Create Constraint or Apply.

    The nCloth components you selected are now constrained to the target surface you selected, and they are now connected to the nCloth’s Maya Nucleus solver through a dynamicConstraint node.

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

    • Spring as the Constraint Method
    • Object to Object as the Constraint Relation
    • All to First as the Component Relation
    • Component Order as the Connection Method
    • At Start as the Connection Update

    See Dynamic Contraint attributes.