Create nCloth Component to Component constraint

You can create a Component to Component constraint to attach nCloth components (vertices, edges, or faces) to other nCloth or passive object components. For example, you can constrain the vertices from the top of an nCloth cape to the shoulders of a passive object character, so that the cape hangs from the characters shoulders and moves with the character.

To create an nCloth Component to Component constraint

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

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

  3. In the FX menu set, select nConstraint > Component to Component > .

    The Create Component to Component Constraint Options Box window appears.

  4. (Optional) Turn on Use Sets to add the nCloth components and the target components 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 vertices 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 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 Dynamic Contraint attributes.