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
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.
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.
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: