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Thread: Baking ncloth

  1. #1
    Join Date
    Jan 2010
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    Baking ncloth

    Hi, i new-ish to ncloth and im planing an animation with some in. There will just be a simple character being animated but then ill be adding a loose raincoat around him. so im thinking ill animate it first, then add the raincoat, convert it to ncloth and set it to collide with the characters mesh but is there a way i can bake the ncloth simulation to the coat so the when i playback the animation there is no need for it to be calculated again?

  2. #2
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    Re: Baking ncloth

    Hi bogyb,

    When we bake nCloth or dynamic simulations in general, we call it creating a cache, or 'caching'. So the lesson you'll want to look at is Introduction to Maya nCloth > Cape project (part 5): caching the nCloth.

  3. #3
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    Re: Baking ncloth

    cheers, ill have a look

  4. #4

    Re: Baking ncloth

    Is there a way to actually bake ncloth - bake the verts of the polygon? I know i have done this before, but I can't seem to get it working?

  5. #5
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    Re: Baking ncloth

    Hi rikyu99,
    Have you looked at the lesson that Chris mentioned where the nCloth gets baked? What are you trying to achieve that isn't working?

  6. #6

    Re: Baking ncloth

    Yes I covered the lesson, but I still have playblack issues. Especially, when at work because our scenes are extremely large with lots of rigs, animation. etc. I cannot get cached stuff to work well in heavy scenes and I would prefer to bake the cvs on the geometry. Which I have done with ncloth in the past but does not seem to work for me anymore??

  7. #7

    Re: Baking ncloth

    I should add that I have 25 gigs of ram, 8 cpus and a quadro graphics card

  8. #8

    Re: Baking ncloth

    I work in Previs and we mostly playblast our scenes or use something similar to the Viewport 2.0. I need to be able to scrub the timeline constantsly and playback in realtime while animating characters and cameras, etc. We usually cheat our FX with cards and hand animated geometry but it is nice to use ncloth tearable surfaces for destruction (easier and more believable than hand animated geo). I can generally cache nparticles for fog and smoke and scrub, but ncloth stuff with collisions will not playblack - even after caching - i get skipping frames evaulation too large errors. I tried adjusting space scale and various optimizations but they just wont work.

    Generally, I build the FX in a separate Maya session and I have no problems there - but when I pull them into our scenes they bring them to a halt - and as I said above we have pretty high-end workstations. About a year ago I did some flags for circus scenes and I was able to Bake simulation on the ncloth and just save out the new Polygon flags with animated vertices and it worked great. I did something similar with a cape I did on a flying character???

    Any Idea how to bake the Vertices instead of caching?

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