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Melting with nCloth?
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  • MooMoo
  • Posted: 27 October 2007 02:40 AM
  • Total Posts: 1
  • Joined: 27 October 2007 08:42 AM

Hey guys,
I’m trying to melt an animated human face while keeping some of the facial animation.
Is this possible? Like if I cache the geo then turn it into an ncloth object can I paint some of the vertecies and force them to follow the animation while the rest is melting?
thanks in advance
M



Replies: 0
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  • mahmoudr
  • Posted: 29 October 2007 11:59 PM

Just so if anyone’s interested, Master Duncan has replied to this on another forum:

Duncan:
“Make the animated face into nCloth, then make input mesh attract around 1.2 and paint the inputAttract per vertex black where you want it to melt. You could instead use a texture map if you wished to animate the texture.

You probably also should do “Rest Shape: Connect Input Mesh to Rest Shape”. The bend and stretch resistance will now use the animated face instead of the shape at the first frame. The input mesh attract always uses the current input mesh state, but as you lower the input mesh attract you will lose some of the facial animation. By keeping stretch and bend relatively high you can allow the face to deform but still keep the facial animation.

Depending on your animation you might also wish to enable the volume conserving pressure method, which would attempt to preserve the volume of the head. As it melts you may wish to then animate the stretch/compression resistance lowering so it can flow like honey.”

Duncan



Replies: 1
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Duncan,

I have a similar case, the animated character is falling backwards. I want my ncloth head to follow this (keep the transform and rotates) but to deform and deflate on the way down. Input attract seems to target too strongly and fights my cloth settings. I feel what I’m trying to do should be simple but is causing me havoc. Any suggestions?

Thanks

Author: furness003

Replied: 04 July 2010 04:57 AM