Posted by Duncan Brinsmead, 26 August 2011 12:00 pm
The following file shows a method for an nCloth chain that is relatively efficient and captures the correct behavior of chain links.
area.autodesk.com/userdata/fckdata/200/file/nClothChain.zip

Basically the technique is to create links as simple cube shapes with two missing faces( each link has only 4 faces ). The links are combined into two meshes... one for odd links the other for even, and the result made into two nCloth meshes. Note that it is important before making nCloth to select the faces and to createUV: automatic projection so each vertex has a unique UV... the last step requires this even though one will not render the cloth mesh. The cloth needs high stretch and bend resistance values as well as higher substeps. The collision thickness should be set to about the thickness of the chain. The last step is to attach your chain links, which may have as high a poly count as is desired, to the simple nCloth links. First get the parentToSurface script I wrote and put in your scripts diretory:
area.autodesk.com/blogs/duncan/parent_to_surface_script
Position these links in the correct position, select them followed by the nCloth and type:
parentToSurface
Do this for each of the 2 cloth nodes. They should now follow the motion of the nCloth, which may then be hidden.
The same technique could be used for the central plate object, which could be a single nCloth face that has component to component constraints with the chain nCloths. Use bend/stretch/compression resistance for everything and avoid the nCloth rigidity.
For a faster chain with an easier workflow: Create a long and skinny plane with about the same number of polys as the number of chain links then make it nCloth and use parentToSurface to attach your chain link objects to the cloth strip. The cloth settings should have high stretch resistance, little or zero bend resistance, a thick collision width and low compression resistance. If the initial position of the cloth has the links not fully taught then one can increase the rest length scale on the cloth a little. Increase mass for minimal drag effect and make stretchDamp zero so the chain is bouncy. I turned off crosslinks on the cloth as well so that the cloth could shear. (making the cloth skinnier would have done much the same thing, but then it could twist more easily as well, which might not be desired) There is currently a problem with the normal direction for the follicles that can be solved by doing a poly subdivide on the output cloth mesh.
area.autodesk.com/userdata/fckdata/200/file/nClothChainFast.zip
This is not as accurate as the first method but does not require as high substeps and collide iterations. One can do a lot of chains with this method and still keep things interactive.

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15 Comments
Aaron F. Ross
Posted 26 August 2011 10:44 pm
GriecoM79
Posted 29 August 2011 5:02 pm
NBreslow
Posted 30 August 2011 7:23 am
Duncan Brinsmead
Posted 22 September 2011 11:55 am
Duncan Brinsmead
Posted 13 October 2011 1:47 pm
Duncan Brinsmead
Posted 21 October 2011 1:18 pm
JimBean
Posted 9 December 2011 1:20 pm
Is your Dec 7th presentation going to be posted on Dec 12, along with the other on-demand material?
Happy Holidays
Duncan Brinsmead
Posted 9 December 2011 4:16 pm
That presentation was pretty much the simplicity to complexity one I've already posted on this blog, but with some newer mandelbrot images.
JimBean
Posted 11 January 2012 6:49 am
I saw your first one, I just don't see how I can use something like that.... damn pretty though.
Cheers!
geoff3d
Posted 17 May 2012 12:20 am
cbn
Posted 18 May 2012 2:07 pm
Where is the old post with the Slinky? I could really use that now!
scubedio
Posted 5 June 2012 8:04 am
enzym3d
Posted 24 June 2012 1:15 am
Duncan, I don't know how to contact you directly. But I have this PFX question: Can we make PFX points to slide a long curve like in a loop?
Imagine like Joints slides along curve using IK Spline. Or like object on motion Path.
On Object Level, we would use PointOnCurve node. But would like to do this in PFX component level, so I could control with Maya SOuP.
Thank you - Jimmy Gunawan
Tetsuoo
Posted 28 March 2013 11:55 am
I'm using Maya 2012
hang10
Posted 16 April 2013 8:53 pm
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