Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 13-04-2004 , 01:52 AM
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Cloth deformation.

Hi,

I've made a peice of clothing from polys which is an apron, then I turned it into a cloth object to put on my character. But no matter how I place it or what settings I use, there always seems to be some bad deformation occurring.

When I hit the start local simulation button to test it, it seems to start OK but them the polys in the apron start to go crazy in places.

Is it better to make the clothing from curves to create panals and garments, rather than using a poly object. Is the cloth object more stable then?

Cheers.

# 2 13-04-2004 , 04:35 AM
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Could u post a sample.

# 3 13-04-2004 , 08:20 PM
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Thanks.

I've got it working a bit better. Still some bad deformation especially when I did a test anim.

The first image shows the whole character and the second shows just the collision object after doing a "start local simulation"

My collision object is just a duplicate of the character's smooth skin, but with the arms and head deleted as I thought that they were causing unwanted deformations.

I'm not sure if that is a common way of working or not.

I need to play around with settings like offset to get the apron closer to the skin, but the problem is that when the character is animated the straps start to go through the skin.

Would it work if the the straps were extruded to give them some thickness, at the moment the apron is just one layer of polys.

In the docs it talks about the collision shape node having an attribute called Cloth Collisions, which can be used to help untangle cloth objects. Sounds useful but I can't find this.


Thanks.

user added image


Last edited by siom; 13-04-2004 at 08:25 PM.
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