This is the nConstraint component properties node. It stores all the object-specific nCloth and nParticle constraint properties. The properties on the nComponent node apply only to the specific object from which the constraint originates.
When you adjust properties on the nComponent node, the values are added to the values set on the dynamicConstraint node, thereby increasing the effect of those properties for the selected component.
Determines which elements are used for constraint links for this nComponent node’s constraint.
Uses the points, edges or faces that are explicitly defined within a selection set that is connected to this node.
Uses the borders only (edges that are only shared by one face are called Borders.) The Component Type attribute determines whether the vertices, edges or faces of the border is used.
Uses the set of vertices, edges, faces or a combination of all, which are defined within a selection set that is connected to this node.
Determines which type of geometry this node’s properties apply to.
Turns off this nComponent.
Applies settings to points (vertices).
Applies settings to faces.
Applies settings to edges.
Applies settings to the object.
Determines the power of the constraint links between this node’s components and other components within this dynamic constraint. The strength of dynamic constraint links is based on the multiplied strength of the two components that it links. For example, if each constrained component has a Strength value of 0.5, then the dynamic constraint link’s Strength value is 0.25 (05.× 0.5).
A value of 0 means that constraint links have no effect. The default value is 1.
Strength Map Type determines the type of strength map for this nCloth component. Select None (no map), Per-vertex (map is applied per-vertex), or Texture (uses the texture map specified by the Strength Map attribute).
Strength Map specifies the texture map used as a strength map. This attribute is only available when the Strength Map Type is set to Texture. Type in a path to a texture file, or click the map button to use a Maya Texture node.
Determines how resistant constraint links from this nComponent node are to breaking. This value is relative to the overall scene or object scale.
A Glue Strength of 1 means that the constraint does not break. A Glue Strength of 0 means that the constraint breaks immediately, as though no constraint exists at all. The default value is 1.
Because links are formed at the start frame, once links are broken they do not reform, unless the Glue Strength attribute is animated back to 1.
Glue Strength Map Type determines the type of glue strength map for this nCloth component. Select None (no map), Per-vertex (map is applied per-vertex), or Texture (uses the texture map specified by the Glue Strength Map attribute).
Glue Strength Map specifies the texture map used as a glue strength map. This attribute is only available when the Glue Strength Map Type is set to Texture. Type in a path to a texture file, or click the map button to use a Maya Texture node.
Determines how much influence this node’s components has on other components constrained to it. A value of 0 means this component can be manipulated (pushed, pulled and so on) by other components but it does not exert any influence on other components.
For example, you can increase the Weight of this node when you want its components to have more control over the behavior of its dynamic constraint.
Weight Map Type determines the type of weight map for this nCloth component. Select None (no map), Per-vertex (map is applied per-vertex), or Texture (uses the texture map specified by the Weight Map attribute).
Weight Map specifies the texture map used as a weight map. This attribute is only available when the Weight Map Type is set to Texture. Type in a path to a texture file, or click the map button to use a Maya Texture node.
Determines the resistance to motion in the local tangent direction, when the Component Type is set to Faces. Values from 0 to 1 are valid. The default value is 0.5. (This setting has no effect on component types other than Faces.)
This section is populated with the vertex, edge or face indices corresponding to the component selection you made when creating this constraint. When the Elements attribute is set to From Indice List, you can modify the indices listed.
For example, if you created a Component to Component constraint, by selecting vertices on two nCloth objects, the vertex indices for the constrained points appears in the Component Indices section.
When you create a dynamic constraint with the Use Sets option turned on (in the Create Dynamic Constraint Options window), the Component Indices section contains no data.