Before starting, consider the following:
- Turn on Use Plane in the nucleus Attribute Editor tab to enable floor collisions for your nCloth.
- During simulation, Maya reduces the relative Collision Thickness (nClothShape node) of objects so that they do not overlap at the start frame. This avoids sudden popping at the start frame, but in some cases, may cause added friction. You cannot see the effects of the thickness reduction in the scene view. To avoid this, model the start state so that the surfaces with thickness do not overlap. In addition, you can use .
See also nDynamic Collisions.
To create an nCloth collision object
- In the scene view, select the polygon mesh you want to make an nCloth passive object.
- Select the nCloth for which you want to create the passive object.
- In the FX menu set, select .
The polygon mesh you created becomes a collision or passive object of the nCloth you selected. The passive object is connected to the nCloth’s Maya Nucleus solver through a nRigid node.