Correct The original mesh always comes with auxiliary nodes, especially if it was previously rigged. Additionally, there are times when you’re forced to modify the geometry. With this method, you always work on the duplicated version instead of the original.
Best is to use cloth modeling software such as Marvelous Designer. However the clothing can be sculpted a retopo in Maya. I don't recommend modeling it in Maya.
I got to 19:47 and... My characters shirt follows the arms until it gets to zero and then the shirt just freezes there. It seems like the nCloth is not falling fast enough or at all? I don't know what to make of it or how to proceed. Any ideas, maybe my scene scale is too big? Thanks man.
Does the cloth follow the body after the blendshape? If no then repeat the blendshape step. If yes check your playblast speed, scene scale and substeps I talk about all three in the video
Can i ask you something? I need to animate a hanging in neck scene. What i did is first keyframed all struggling to breath scene on a rigged body and it went well. Then created a tube and converted to ncloth to simulate the rope ,( All i need is him swing through air while struggling) i just stuck there , please help me if you understood what i said.
If I gather correctly you are using the same skinned geometry as collision obj. That's usually where the problem lies. That's why I tend to seperate the collider from the skinned mesh. The rest is fine tuning your collision parameters on your nCloth node. Watch the video for more information on each section. Hope this helps
Hello, the nucleus, the nCloth and the nRigid stays behind when I anímate the character…how can I recognize in the outliner which one is if I have more than one ncloth?
If you scrub through the timeline ncloth stays behind because Maya can’t calculate skipped frames. However, if you have followed all the steps ( including caching) the playblast should show things correctly
Can you bind the static geo to an already cached out animation instead of rigged animation and then add the ncloth setup? When I do the new ncloth geo has no animation.
The idea behind caching is not to have modifiers on the mesh. Skin cluster can really slow down your sim. That’s why we transfer the anim to a clean geo with a help the blendshape. Hope it makes sense
@@sarkamari It does but ultimately once you apply nlcoth to that geo with blend shape the animation is being driven by the simulation not the blend shaped correct?
Best strategy is to try the technique on a simpler example to make sure your approach is right. Then move to the problematic scene. Of course if you run into the same problem you know it is coming from your scene
No need to be sorry 😂 The remesh system in MD is one of my video tutorials for this series. It's already been recorded and will be released soon on this channel.
hello, I have another one...How can I continue my animation if I already did the ncloth simulation, it takes too long to see the preview in the timeline..I know I should aplied the ncloth after I finished the animation, but it happens that I need to do some changes!
@@sarkamari So if you where to set up a rig file would you also set up a file with simmed cloth set up and reference replace the reference of the rig witht the simmed cloth for render time
The short answer is yes. You always want to keep your simulated mesh seperate and independent from your rig. That's why having a polished animation is necessary. Simply simulate the cloth and export/ reference the cached Sim into the master scene.
Wow, very clear and easy, and that's a big thanks to your excellent explanation skills. You knock this one out the park.
Appreciate your kind words. These comments mean a world to me
The fact that the gnomon fit into the whole course - you showed in one lesson. Thank you so much for your work. Hello from Russia!
Many thanks!
most easy to understand tutorial i have come across so far, man your way of teaching is just awesome
Very nice tuts mate, well explained and interesting topics. Hope to see more in VFX and destruction field.
simple long enough thank you. i appreciate it.
Appreciate your kind words
that was a clear explanation of a advanced ncloth workflow!. Thanks a lot for sharong your knowledge!
Amazing to hear. Thanks Arturo 🙏🏼
Ohhh Yes! this is the channel that I been looking for! great stuff.
Glad to hear Ryan💪🏼
سلام و سپاس رضا جان.
Very lovely tutorial I get lots of information in this video👍❤️❤️❤️
Glad you found this video useful
Super helpful! Big thanks!
Thank you Sarkamari
Thank you. Good techniques.
thank you Driss 🙏🏼
Thank you so much
Great video. Thanks!!!!!
Amazing to hear
You forgot to mention that you can remesh / retopologize inside of Marvelous Designer as well.
I have another video just about that. Coming out soon
Very nice and easy to follow tutorial, thanks.
Glad you found it useful
Thanks!
It wasn't clear to me why he duplicated the character and cloth and created the blendshape. Is it for better simulation?
Correct
The original mesh always comes with auxiliary nodes, especially if it was previously rigged. Additionally, there are times when you’re forced to modify the geometry. With this method, you always work on the duplicated version instead of the original.
@@sarkamari Fantastic! Thanks so much for the explanation!
works gj
The paint ncloth vertex maps is not loading or not there, i couldn't do that part
Hello, I often do the extrude after the simulation to avoid overlapping faces..but now I am trying with a Torus for a necklace and it doesn`t work
hi man.. i have a question, how we get character and clothes for ncloth?? when we dnt know how to model.
Best is to use cloth modeling software such as Marvelous Designer. However the clothing can be sculpted a retopo in Maya. I don't recommend modeling it in Maya.
I got to 19:47 and... My characters shirt follows the arms until it gets to zero and then the shirt just freezes there. It seems like the nCloth is not falling fast enough or at all? I don't know what to make of it or how to proceed. Any ideas, maybe my scene scale is too big? Thanks man.
Does the cloth follow the body after the blendshape?
If no then repeat the blendshape step. If yes check your playblast speed, scene scale and substeps
I talk about all three in the video
you could share the files to do the exercise in a learning way
There's copyright issue. I'll look into it though.
How would you go about doing some realistic destruction with Maya’s built-in dynamics?
I’ll make a video on it soon
Can i ask you something?
I need to animate a hanging in neck scene.
What i did is first keyframed all struggling to breath scene on a rigged body and it went well.
Then created a tube and converted to ncloth to simulate the rope ,( All i need is him swing through air while struggling) i just stuck there , please help me if you understood what i said.
If I gather correctly you are using the same skinned geometry as collision obj. That's usually where the problem lies. That's why I tend to seperate the collider from the skinned mesh. The rest is fine tuning your collision parameters on your nCloth node. Watch the video for more information on each section.
Hope this helps
@@sarkamari thanks
Hello, the nucleus, the nCloth and the nRigid stays behind when I anímate the character…how can I recognize in the outliner which one is if I have more than one ncloth?
If you scrub through the timeline ncloth stays behind because Maya can’t calculate skipped frames. However, if you have followed all the steps ( including caching) the playblast should show things correctly
@@sarkamari thank you!!
Can you bind the static geo to an already cached out animation instead of rigged animation and then add the ncloth setup? When I do the new ncloth geo has no animation.
The idea behind caching is not to have modifiers on the mesh. Skin cluster can really slow down your sim. That’s why we transfer the anim to a clean geo with a help the blendshape. Hope it makes sense
@@sarkamari It does but ultimately once you apply nlcoth to that geo with blend shape the animation is being driven by the simulation not the blend shaped correct?
i followed each step but my blendshape is not working please help
Best strategy is to try the technique on a simpler example to make sure your approach is right. Then move to the problematic scene. Of course if you run into the same problem you know it is coming from your scene
Im really sorry but in marvelous we can remesh it to quad
No need to be sorry 😂
The remesh system in MD is one of my video tutorials for this series.
It's already been recorded and will be released soon on this channel.
hello, I have another one...How can I continue my animation if I already did the ncloth simulation, it takes too long to see the preview in the timeline..I know I should aplied the ncloth after I finished the animation, but it happens that I need to do some changes!
Yes. Always finalise your animation before nCloth. With that you can export your animation as alembic and only then apply dynamics
@@sarkamari someone told me that I can enable the nucleus and animata as if there is no ncloth..it works!
Would this be able to be linked to an attribute to switch between simmed and unsimed cloth
Hi James;
Not sure what you're asking I am afraid. nucleus gets calculated only when you play the timeline otherwise the mesh can't get simulated
@@sarkamari So if you where to set up a rig file would you also set up a file with simmed cloth set up and reference replace the reference of the rig witht the simmed cloth for render time
The short answer is yes. You always want to keep your simulated mesh seperate and independent from your rig. That's why having a polished animation is necessary. Simply simulate the cloth and export/ reference the cached Sim into the master scene.
It's awesome. Congrats for the video!
I've applied it in a character, but some vertices are flickering. Do you know because it happens?
It's caused by geo interpenetration. Use soft select and move them away from the geometry ever so slightly. It should fix the whole thing
Sure seems like there's a LOT of steps and geometry duplication. There has to be a simpler workflow.
Yes. The answer is Houdini ;)