Jun 16, 2009

Digital Tutors: Introduction to Maya nCloth


Digital Tutors: Introduction to Maya nCloth | 940 Mb
Learn a time-saving workflow to Maya nCloth, techniques for realistic results, and creative practices for a multitude of cloth simulations. Contains over 3 hours of project-based training and guides artists step-by-step through the powerful capabilities of the Maya Nucleus technology. Perfect for artists new to nCloth.


Popular highlights include:
• Overview of Nucleus Node
• Realistic Cloth Simulation
• Scene Scale and Settings
• Time Scale
• Mass
• Dynamics Forces
• Friction
• Dynamic Attributes
• Rigidity
• Passive Object Collisions
• Glue Strength
• Pressure
• Tearing Surfaces
• Caching nCloth
• Deformation Resistance
• Lift and Drag
• Controlling Scene Playback
• Collision Layers
• Painting Values and Property Maps
• Input Mesh Attraction vs. Rest Shapes
• Stretch/Compression Resistance
• Links
• Constraints
Lesson Outline:

1. Introduction and project overview 1:26
2. Quickstart (part 1) 8:32
3. Quickstart (part 2) 7:46
4. Controlling the Nucleus node 6:26
5. Adjusting wind and gravity 8:13
6. Creating a piece of cloth 6:57
7. Working with Input and Output meshes 7:00
8. Looking at Node structure and flow of nCloth 6:07
9. Adjusting quality of the Nucleus solver 6:40
10. Using interactive playback 4:48
11. Adjusting collision thickness and friction 5:48
12. Using collision layer range 7:13
13. Speeding up your simulation using collision layers 4:03
14. Controlling self collisions 6:47
15. Adding lift and drag to your simulation 5:25
16. Dynamic attributes 7:07
17. Using rigidity to create rigid body effects 5:50
18. Input mesh attraction 3:20
19. Property maps to paint values 7:21
20. Scaling relation and their settings 7:17
21. Difference between quads and triangle geometry 5:10
22. Point to surface constraints 5:18
23. Creating constraints and controlling collisions 6:16
24. Glue strength and adjusting scale 4:24
25. Using rest shapes to control the look of your cloth 7:53
26. Denting objects 5:33
27. Using pressure to inflate surfaces 5:46
28. Simulating a tearing surface 6:38
29. Cape project (part 1): setting up the scene 7:00
30. Cape project (part 2): creating collision objects 5:43
31. Cape project (part 3): adjusting dynamic properties 5:18
32. Cape project (part 4): using constraints 6:11
33. Cape project (part 5): caching the nCloth 5:40
34. Cape project (part 6): fixing interpenetrations 8:28
35. Bonus: falling paper 5:44
36. Conclusion 1:42

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