Cloth
Cloth
Cloth
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Animating Cloth
Dynamics
Cloth is a subset of Maya's dynamics system. Dynamics are ways of producing animation through computer simulation, as opposed to keyframes. Since cloth is animated dynamically, you have to set up things for it to interact with, including fields and collision objects. Fields are areas of force that influence dynamically simulated objects and particles Collision objects are objects that the cloth will interact with. The dynamics of cloth are handled via one or more cloth solvers.
Solvers
Cloth animation is simulated, or generated on-the-fly via a lot of math. The math that tells what to go where when is embodied in a solver. When you create a cloth object, a solver is automatically created. Although one is usually all you need, there are sometimes benefits to having more than one (if you have a large number of cloth objects in the same scene). A solver can control any number of cloth object, but each cloth object can only have a single solver.
To start the solver, you have to run the cloth simulation, either by playing the animation, or using the Simulation>Start Simulation command. Note that each time you make changes to the scene that would affect how the cloth is simulated, you'll need to delete the cache (Simulation->Delete Cache). Solvers can be scaled to make the cloth appear smaller or larger in its motion. A good rule of thumb to follow is: solver scale= desired size/Maya size Therefore, is you had a character 6 inches tall in Maya, but wanted cloth to act as if they were 5ft tall, you'd use 10 as the solver scale (10 = 60inches / 6 inches). When you first run the simulation, the cloth object will settle down onto it's collision objects, constraints, etc. Instead of having that continuously happen each time you start your animation, you can set an initial state for the cloth. Go to a frame where the cloth has "settled in", and use the Simulation->Save as Initial Cloth State command.
A cloth property is similar to a shader, in that one creates property sets for each kind of fabric in the scene, and then applies the property on a per-panel basis to the cloth objects. A default property, "cpDefaultProperty" is created for you when you create a cloth object, but you can manually create additional ones via Simulation->Properties->Create Cloth Property. Once you've created additional properties, you can assign them to panels by selecting the panels, and going to Simulation->Properties->cpProperty# You can save out cloth properties from the Attribute Editor to create a library of cloth properties.
To add a collision object, select the object, and go to Cloth->Create Collision Object. Note that this applies to the current solver only. Collision objects can be unhitched from the solver by using the Cloth->Remove Collision Object command. To add a field, first create the desired field from the Dynamics->Fields menu. Select your cloth object, right-click to select vertices, and select all the vertices of the object. Shift-select the field, and go to Constraints->Field to link the two up. You can also use a variety of other kinds of constraints to control your cloth animation. Example- adding a transform constraint. - Create a locator (Create->Locator) - Position Locator with respect to your object - Select either a panel curve, or a group of vetices on the cloth object - Shift-select the locator - go to Constraints->Transform Now when you animate the locator, the cloth will follow, maintaining the original distance.