This example will show you how to use nCloth to simulate a buttoned shirt. 
	 
Buttoning the shirt together
 
		 
		
 
		
 
		The goal of this example is to button the two flaps of the shirt together rather than let them hang loose. 
		
 
		To template the buttons
- Open the 
			 Outliner. 
		  
 
- In the 
			 Outliner window select hairSystem1Follicles. 
		  
 
- In the main menu select 
			 Display > Object Display > Untemplate. 
			 
The buttons change to a wireframe display. If you click on them you will be unable to select them. This will be helpful when you need to select specific vertices when buttoning the shirt together. 
			 
 
		   
 
		To button the two sides of the shirt together
- Go to the beginning of the playback range. 
		  
 
-  Right-click the shirt and select 
			 Vertex from the marking menu that appears. 
			 
Maya displays the vertices of the nCloth. 
			 
 
		   
- Select the vertex directly underneath one of the buttons on the shirt and Shift-click the nearest vertex on the flap underneath to include it in the selection. 
			 
 
			 
Note:  
				If you have trouble selecting the two vertices as described, you can change the display mode to 
				  Wireframe (hotkey: 4) to make the selection process easier. 
				
 
			  
 
		   
- Select 
			 nConstraint > Component to Component. 
		  
 
- In the 
			 Attribute Editor, select the DynamicConstraint1 tab. 
		  
 
- In the 
			 Dynamic Constraint Attributes section set 
			 Constraint Method to 
			 Rubber Band. 
		  
 
- Select 
			 nCache > Create New Cache > nObject. 
			 
Maya automatically plays back the nCloth simulation and saves it to disk as a cache. 
			 
 
		   
- Playback the simulation. 
			 
The shirt now falls loosely over the body, but the two flaps remain fastened to one another at the button which you constrained. 
			 
 
			 
 
		   
- Go to the beginning of the playback range. 
		  
 
- Open the 
			 Outliner. 
		  
 
- In the 
			 Outliner window, select DynamicConstraint1. 
		  
 
- Press Delete to delete the constraint. 
		  
 
- Right -click the shirt and select 
			 Vertex from the marking menu that appears. 
		  
 
- Shift -click each vertex underneath each button as well as each respective closest vertex on the flap underneath just as you did for the third button in steps 3 and 4. 
		  
 
- Select 
			 nConstraint > Component to Component. 
		  
 
- In the 
			 Dynamic Constraint Attributes section, set 
			 Constraint Method to 
			 Rubber Band. 
		  
 
- In the Outliner window, select hairSystem1Follicles and then select 
			 Display > Object Display > Untemplate. 
			 
The buttons will become visible again in the scene view. 
			 
 
		   
- Select 
			 nCache > Create New Cache > nObject. 
			 
Maya automatically plays back the nCloth simulation and saves it to disk as a cache. 
			 
 
		   
- Playback the simulation. 
			 
The two shirt flaps remain together at each button. 
			 
 
			 
 
		   
 
	  
Improve the shirt's behavior
 
		 
		While the shirt is now buttoned together, you will notice that the overall look of the cloth is still not correct. The cloth appears to stretch too much and at some points and the two flaps pass through one another. You now need to make some adjustments to fix this. 
		
 
		
 
		To enhance the appearance of the nCloth shirt
- Go to the beginning of the playback range. 
		  
 
- Select the shirt. 
		  
 
- In the 
			 Attribute Editor, select nClothShape1. 
		  
 
- In the 
			 Collisions section, set the attributes as follows: 
			 
- Self Collision Flag: 
				  VertexFace 
				
 
- Self Collide Width Scale: 1 
				
 
- Thickness: 0.017 
				
 
 
		   
- In the 
			 Dynamic Properties section, set the attributes as follows: 
			 
- Stretch Resistance: 100 
				
 
- Compression Resistance: 40 
				
 
- Bend Resistance: 1 
				
 
 
		   
- Select 
			 nCache > Create New Cache > nObject. 
			 
Maya automatically plays back the nCloth simulation and saves it to disk as a cache. 
			 
 
		   
- Playback the simulation. 
			 
The two flaps of the shirt now collide with one another correctly without passing through each other. 
			 
 
			 
 
		   
 
	  
Painting the shirt's properties
 
		 
		You may notice that although the collisions are now correct, some parts of the shirt still do not react like real cloth would. Most notably, the collar and cuffs appear too loose, where on a real shirt they would be stiff. You can fix this by painting 
		  vertex properties. 
		
 
		To stiffen the collar and front flap
- Go to the beginning of the playback range. 
		  
 
- Select the shirt and then select 
			 nCloth > Paint Vertex Properties > 
			 Input Attract. 
			 
The cursor changes to an artisan brush. 
			 
 
		   
- Open the 
			 Tool Editor. 
		  
 
- Adjust the tool settings as follows: 
			 
- Radius(U): 0.3 
				
 
- Radius(V): 0.3 
				
 
- Value: 0 
				
 
 
		   
- Click 
			 Flood. 
			 
The entire shirt is flooded black indicating no attraction to the input mesh. 
			 
 
		   
- Set 
			 Value to 1. 
		  
 
- Using the artisan brush, paint the collar of the shirt. 
			 
 
		  
 
- Set 
			 Value to 0.2. 
		  
 
- Using the artisan brush, paint the cuffs of the shirt. 
			 
 
		  
 
- Select 
			 nCache > Create New Cache > nObject. 
			 
Maya automatically plays back the nCloth simulation and saves it to disk as a cache. 
			 
 
		   
- Playback the simulation. 
			 
The collar now remains completely stiff, and the cuffs hang slightly, yet maintain their shape. 
			 
 
		   
 
	  
Improve the appearance of the shirt
 
		 
		To smooth the look of the shirt
- Go to the beginning of the playback range. 
		  
 
- Select the shirt. 
		  
 
- In the 
			 Modeling menu set select 
			 Mesh > Smooth. 
		  
 
- In the 
			 FX menu set select 
			 nCache > Create New Cache > nObject. 
			 
Maya automatically plays back the nCloth simulation and saves it to disk as a cache. 
			 
 
		   
- Playback the simulation. 
			 
 
		  
 
 
		The shirt is more malleable and flows like real cloth.