5/2/13

Ncloth tutorial Explode and morph mesh in Maya

If you are a motion graphic designer degree of your animation quality can be boosted by applying some ncloth effects in Maya. Visual effects artist and animator can also use ncloth for mind blowing effects and animation. In this Maya master class you will learn to use ncloth in Maya to create exploding character face using some texture which is embedded on a mirror. You can create some character face is forming from exploded mirrors then shattering down.
render
Watch the following video tutorial to create the effect. For those who hates video tutorial, there is a step by step description is available at the bottom.

Software used Autodesk Maya 2012
Difficulty Intermediate
Author FermiCG
Download the Dog texture used for this project



If you are a motion graphic designer degree of your animation quality can be boosted by applying some ncloth effects in Maya. Visual effects artist and animator can also use ncloth for mind blowing effects and animation. In this Maya master class you will learn to use ncloth in Maya to create exploding character face using some texture which is embedded on a mirror. You can create some character face is forming from exploded mirrors then shattering down.
Watch the following video tutorial to create the effect. For those who hates video tutorial, there is a step by step description is available at the bottom.
Software used Autodesk Maya 2012
Difficulty Intermediate
Author FermiCG
1. Create a new project. Set the frame range to 100
2. Create a poly plane with 50x50 segments ( If you need much higher detail use 100x 100 or 200x 200 segments, but that will really slow down your simulation!)
3. Scale it to 25 in XYZ axis
4. Delete the history Edit> Delete by type> History
5. Freeze transformation Modify> Freeze Transformation
6. Rename it to source
7. Select the source plane and duplicate it by pressing CTRL+D
8. Rename it to target
9. Select the target plane and add it to new layer
10. Select the source plane and add to new layer
11. Hide the Target Layer
12. Select the Source plane Go to poly go to menu Mesh> Sculpt geometry> option
13. Using the sculpt geometry tool we need to project the custom displacement with the help of texture
14. Adjust the brush settings as follows
v Radius = 12
v Sculpt parameters operation to pull with auto smooth turned on
v Max displacement to 5
15. Click on folder icon in the brush profile and select the custom texture for displacement. Here I used custom painted dog image
16. Go to top menu and left click exactly the centre of the source plane. This will give a rough displaced image of the dog face in the mesh. Using this technique you can create custom terrains with less effort.
17. Scale the displaced mesh in Y axis for the desired amount.
18. Using the smooth profile in sculpt geometry tool smooth the area where too mush distortion are seen( try displacement value 1). Keep the edges equal square as much as possible.
19. Unhide the target plane/layer
20. Select the source plane, shift select the target plane then apply blend shape Animation> create deformers> Blend shape
21. Hide the source plane and change the blend shape source value to 1. You can see the mesh is displaced as the source mesh.
22. Reset it to zero. Set a key frame for the blend shape at frame 30 and set another key in frame 35 with value 1.
23. Save the scene
24. Rotate the target plane x=90 Move it in y axis so it is above the grid
25. Split the vertices in mesh by selecting all the vertices Polygon>edit mesh>split vertices
26. Add secondary objects such as frames for collision
27. Select the secondary mesh and go to ncloth >create passive collider. Change its collision width scale if necessary
28. Select the target plane and rename it to mirror.
29. Select the mirror and apply ncloth.
30. Change the nucleus settings as follows
  • v Space scale = 0.25
  • v Sub steps=1
  • v Max collision iteration=1
  • v Use plane=yes
  • v Wind velocity = 1
  • v Wind direction = z=1 (xy=0)
  • v Wind noise= 1
If you get so much penetration change the sub steps and max collision iteration to default
31. Select the ncloth shape 1 and change these
  • v Collision layer range= 1
  • v Max self-collide iterations=1
  • v Max iteration= 1000
  • v Bend solver= simple
  • v Mass= 4
32. Turn on input mesh attract. Change the input mesh attract value to 1 and add a key at frame 35
33. Go to frame 35 change the input attract value to 0 and add a key
34. Play the stimulation and save the scene
35. Select the ncloth mesh 1 and create an ncache with default settings
36. Following step is for Maya versions 2012 and above only
37. Once the cache is completed select the ncloth mesh 1 and delete the ncloth by going ncloth>Delete ncloth. Select all the mesh and do delete history.
38. Select the mirror Apply the cache again by Animation>Geometry cache>Select the ncloth 1 cache
39. Play the scene. You will get a nice effect.
If you need time warp effect
40. Now we need to add one more cache. Do the same step once more
41. Now we have two cache applied to same mesh with a cache blend node
42. Select the second cache and scale it to 4 Start frame to -127
43. Now you need to key frame the cache blend values as follows
v At frame 40
  • v Ncache 1= 1
  • v Ncache2= 0
  • v At frame 50
  • v Ncache 1= 0
  • v Ncache2=1
Add visibility keys to the mesh and play with the scale and start frame values of the second cache.
This will create a slowdown effect. If you need the mesh to be back to the same speed after slow down add another cache and plat with the settings.
If you want you can give some extrusion to the mesh. It will be very slow because of the heavy dependency node.
Watch the videos carefully for better understandings and explanations.

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