nCloth menu

Create

Create Passive Collider
Makes the selected object a passive collision object and creates the corresponding nRigid node. Passive objects are non-simulated nCloths that participate in Maya Nucleus system collisions.

Select nCloth > Create Passive Collider > to set Make Collide Options.

Create nCloth
Makes the selected polygon mesh an nCloth object.

Select nCloth > Create nCloth > to set Create nCloth Options.

Get nCloth Example

Opens the Content Browser to the nCloth Examples folder. The nCloth examples are Maya .ma files that you can use to jump start your own nCloth projects. Middle-drag a file from the Content Browser into the scene to load it.

Edit

Delete History
Removes the specified type of construction history from the current nCloth object.

Select nCloth > Delete History > to set Delete History Options.

Display Current Mesh
In the scene view, shows the current or output mesh for the selected nCloth object. This is the mesh that shows the effects of simulation.
Display Input Mesh
In the scene view, shows the original or input polygon mesh for the selected nCloth object.
Remove nCloth
Converts the selected nCloth or passive object to a regular polygon mesh object. If the nCloth object's, Nucleus solver is not associated with other Nucleus objects, such as an nParticle object, than the nCloth's Nucleus node is also removed.

Properties

Convert nCloth Output Space
Lets you change

Select Local Space-> World Space to set the nCloth output mesh to world space output. When converted to world space, only the output mesh of the nCloth is affected by the Maya Nucleus solver. The input and output meshes will each have their own transform nodes. The input mesh uses the existing transform node, while the output mesh is parented to a new transform node.

Select World Space-> Local Space to set the nCloth input and output mesh to local space output. When converted to local space, the input and output meshes of the nCloth are affected by the Maya Nucleus solver, and they will share the transform node of the input mesh.

Rest Shape
Specifies how the rest shape of an nCloth object is set. An nCloth’s rest shape determines the rest lengths and bend angles for simulation. It does not determine the position or translation of the nCloth object, but instead determines the shape the nCloth object is trying to achieve through stretch, compression and bend resistance.

For more information on this submenu options, see Rest Shape submenu.

Maps

Paint Texture Properties
Makes the Paint nCloth Attributes Tool your current tool. With this tool, you can paint any of the available properties on an nCloth object to create a texture map. The nCloth property values you paint are stored to a texture file on disk.

If you select a property’s , the Paint nCloth Attributes Tool settings appear. For more information about this tool’s settings, see Artisan Tool Settings.

For information about paintable nCloth attributes, see nCloth Collision attributes and nCloth Dynamic Properties.

Paint Vertex Properties
Makes the Paint nCloth Attributes Tool your current tool. With this tool, you can paint any of the available properties on an nCloth object. The nCloth property values you paint with this tool are stored per-vertex on the nCloth object.

If you select a property’s , the Paint nCloth Attributes Tool settings appear. For more information about this tool’s settings, see Artisan Tool Settings.

For information about paintable nCloth attributes, see nCloth Collision attributes and nCloth Dynamic Properties.

Convert Texture to Vertex Map
Converts the specified property texture map on the current nCloth object to values stored on the vertices of the nCloth.
Note:

You must still set the map type attributes to use the converted vertex map.

For information about the support map attributes, see Dynamic Properties Map in nCloth Collision attributes and nCloth Dynamic Properties.

Convert Vertex to Texture Map
Converts the specified vertex property values on the current nCloth object to a texture map.
Note:

You must still set the map type attributes to use the converted texture map.

For information about the support map attributes, see Dynamic Properties Map in nCloth Collision attributes and nCloth Dynamic Properties.