Create an nParticle Point to Surface constraint

Create a Point to Surface constraint to attach an nParticle object to a target surface (an nCloth surface or a passive collision object).

For example, you can use a Point to Surface constraint to hold water nParticles on the surface of an nCloth umbrella.

To create an nParticle Point to Surface constraint

  1. In the scene view, select the nParticle object you want to constrain.
  2. -select the target surface to which you want to constrain the nParticle object.

    The target surface can be an nCloth or passive object that is part of the same Nucleus system as the nParticle object, or it can be a non-Nucleus object. You cannot use other nParticle objects as target surfaces for a Point to Surface constraint.

    Note:

    If you select a target surface that is a non-Nucleus object, the surface will be made a passive object when the constraint is created.

  3. In the FX menu set, select nConstraint > Point to Surface > .
  4. (Optional) In the Create Point to Surface Constraint Options Box turn on Use Sets to add the target surface you selected to a dynamic constraint selection set.
  5. Click Create Constraint or Apply.

    The nParticle object is now constrained to the target surface you selected, and both they are connected to the nParticle object’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.

    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:

    • Spring as the Constraint Method
    • Object to Object as the Constraint Relation
    • All to First as the Component Relation
    • Component Order as the Connection Method
    • At Start as the Connection Update

    See dynamicConstraintShape.

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