The
Cloth Locator handles the cloth simulation
duplication used
by the
Cloth
behavior.
CREATION
A Physics Locator is automatically created when a
Clothbehavior is added to the simulation.
MEL command:
createClothLocator;
Note that only one Cloth Locators can be used in a simulation and can be
chosen in the Crowd Manager.
Configuration
Cloth Solver Attributes
Enable Cloth Simulation
True to enable the duplication of clothes from the Clothbehaviors
Per Entity Collision Layer
True to set a different cloth/collider collision layer per
entity.
This help optimizing the nucleus simulation by assigning the entity ID
to each of its nCloth and nCollider. See Collision layers
and Edit nCloth collisions
for more information about nucleus collision layers.
As a tip, don't forget to also set the Collision
Layer Range on your nucleus solver.
Show Intermediate Clothes
True to display the intermediate nCloth and nRigid Maya objects. In
any cases, the display of the clothes is also done by Golaem.
Nucleus Node
Duplicated cloth objects will be used by the nucleus node selected
here. This lets you use different settings for the clothes in the crowd
simulation and other clothes (it also lets you disable the cloth
simulation of the source cloth objects by disabling the nucleus node of
the source cloth objects, and using another nucleus node here).
Limitations
The "Start Frame" of the nucleus node must be at least 2 frames later
than the CrowdManager's Start Frame. This
is necessary to let enough time to the Crowd Manager to prepare the
simulation for nucleus
There is a known limitation when the Maya Time Slider is configured to
'Continuous': the cloth simulation won't work on some of the run. To
make sure the cloth simulation work, it is advised to stop the
simulation, rewind, and start again
The same limitation applies also with the Golaem Crowd Simulation
Exporter. It is advised to stop the simulation, rewind, and then
exporting the simulation.