Useful Effects Using Maya and nCloth: Part 2 by TheCGBros

TheCGBros
TheCGBros
39.7 هزار بار بازدید - 12 سال پیش - This is part 2 in
This is part 2 in the series on creating a complex and very cool nCloth simulation using polygonal objects.

In part 1, we left off after setting up our ncloth object and creating a volume axiz field to drive the simulation. Lets continue on.  

We"ve rotated our volume axis field 45 degrees, now I"ll also place it at one corner of the nCloth object... and then set a keyframe by the hightlighting the translate channels,  RCing and set a key on selected.  I"ll also come down here and turn on Auto keyframe.

I"ll hit the back 1 frame button to go to the end of the timeline, and move the volume Axis field to the opposite corner of the nCloth object. This will move the volume field thru the nCloth object from one corner to the other, over the duration of the timeline.

Now, I"ll do a playblast of the simulation so we can see how this is looking, so I"ll pause it and come back when it"s done...

Ok, that took about 12 minutes on my i7 laptop.  Let"s play it back.   I am really happy with how this is coming along. I"ve got a cool turbulence and upward force acting on the nCloth.  You might be noticing that the noise pattern on the leading edge is looking kinda static and hard from aesthetic point of view.  Thats because we haven"t animated it yet.

Let"s take care of that right now with a quick animation expression.  Don"t be afraid of expressions, they are your friend.  They can save you countless hours of mainpulating keyframes because of their procedural function.  You set the rule, and the expression does the rest...no need to keyframe.

Let"s try it on the Turbulence offset.  The Turbuence offset moves the turbulence grid thru space an the axis that we animate.  In the first channel, RC and create a new expression and name it something meaningful.  I"ll name mine Vol_FreqOffset.  
Copy Ctl-C the "selected object and attribute name" and paste it Ctl-V,  into the expression field... hit the equals and paste again and again.  Then, change the variable in the second segment to Y and and change the variable in the third segment from X to Z.

This makes X = to Y and Y = to Z and they are all equal to something.  Now you"ll tell these channels how quickly to  animate the offset on the turbulence grid thru these channels.  

After the equals symbol, enter time.  This will set the offset to animate based on Maya"s internal time node.  This may be too fast for what I a looking for so after "time" I am going to add *.35 and hit the edit button.  I"ll hit playblast again.

The expression is telling these attributes to animate the Offset channels values at about one-third the speed of time.  Just change the values to experiement around and try setting expressions on any of the other channels to drive some customized motion.  I"ll pause it here and come back when it"s done.

Ok, we can now see some nice motion on the leading edge as well as in the body.  I am really happy with this, but I"m feeling that the motion is moving too quickly both in turbulence and in height.  

Select the field and again under volume speed attributes, change the Along Axix strength down to 2, and RC on one of the channels that has our expression driving the speed of the Turbulence Offset and Edit.  Reduce it from .35 to .15 and hit the edit button.
I"ll do another playblast and come back when it is done.  That looks great, I am happy with this.

When you like what you have, cache out the simulation by selecting your nCloth and coming up to nCache/ create nCache and be sure to set it to one file, and hit create.  A strong word to the wise here:  You should always cache out your simulation before you render it.  Yes, it takes a bit more time, but when your render is jacked and your boss is pissed, you"ll remember this wisdom.  

Here is the same technique done on the model of a head...
I am sure all sorts of possibilities are starting to go thru your mind .  Try using a uniform or radial or newton field instead.  

And Once your simulation is cached you might select all the faces and extrude them, and you might add a few non-linear deformers like waves, sines and bends, or you might even want to emit particles from them, go nuts!

With the nCloth selected, go to the nulceus node and over to wind noise and set it to .01, and play a few frames onto the animation.  Pretty slick huh?  You might set the initial state and animate from there or and duplicate the object nCloth object to get a static mesh.

You may find that you need a much higher level of control than animating numerous feilds and collision objects and such but they will take you a long way..  Stay tuned to the CGBros where I"ll show you how to control your nCloth object with animated textures.  See you then.
12 سال پیش در تاریخ 1391/03/14 منتشر شده است.
39,790 بـار بازدید شده
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