Cage:
- To create the cage, copy the dress and delete faces so it only goes to mid thigh on your character:
- Hide the dress in the Channel Box/Layer Editor and place the cage just below the dress's Dynamic Constraint; make sure the cage doesn't poke through the dress at all
- Make the cage an nCloth and a passive collider so the dress will react to it.
- Next, attach the cage to the body mesh (select top vertices, select body mesh, Point to Surface constraint. OR select top vertices and Transform Constraint)
- Rename your new ncloth in the outliner (ex. nClothCage)
- With the cage selected, open the Attribute Editor > Dynamic Properties> Raise rigidity to 1; this will stiffen the cloth and help hold the dress' shape as it moves and falls.
- You could also slightly raise the cage's thickness which thickens the cloth basically making it easier for other cloth to react to.
You'll have to play around with the settings in Attribute Editor from there. Like I said before, each dynamic simulation is different and I've had many instances where the cage either helped or hurt the simulation.
Initial State:
- To set an Initial state simply play the simulation with nothing keyed; only the dress should be moving
- Watch the dress settle. Give the cloth as many frames as possible to settle, sometimes even 100 frames isn't even enough.
- Try to pause the simulation when the cloth is almost settled and slightly flowing out.
- With the simulation paused where you want it to start, select the dress and go to Fields & Solvers in the FX Rollout > Initial State under Solvers > Set for Selected.
- Rewind the simulation and the dress should start from there.
You can also smooth the dress another subdivision or two and play with the Attribute Editor controls which I'll cover some of now.
So from my experience, the best way to learn the Attribute Editor is to start changing numbers and literally playing with the values. Some attributes might not be very clear though:
Input Mesh Attract:
Simply put, this attribute tries to set the cloth back to its original state. So if the dress looks weird or isn't settling well after animating a 360 turn, you may want to key the Input Mesh Attract.
Set a Key on an Attribute:
- Move the time slider to the frame you want to key
- Right click on the attribute you want to key; if it can be keyed 'Set Key' should be the second option.
Now more specifically,
Keying Input Mesh Attract:
- At fist frame right click Input Mesh Attract and Set Key 0.000
- Move the slider to where the cloth isn't settling well
- If the cloth is going to move again after this (ex. another rotation), Set Key .300 or so.
- If the cloth isn't going to move again try .500; don't go too high though, .500 tends to be enough.
Hopefully your cloth will be moving smoother now.
nCloth Presets:
There are also presets of different kinds of cloth and other materials in Maya that you can use to make your cloth flow more realistically:
There are plenty of cloth types and other materials to choose from in the drop down menu including saving the current work on your cloth as a preset. When you hover the material of your choice, you also have the option to make the entire cloth that material or just a certain percentage. Towards the bottom you'll also see a Notes box for your nCloth. When you choose a preset it will tell you how that material flows and interacts with the environment within Maya. For example silk is lightweight and tends to fly up when it moves at a high speed; good for a sun dress, but maybe not great for a ballgown dress.
Painting Vertex Properties:
You can also paint specific attributes onto your cloth. If you've ever skinned a rig before, it's the same process as painting skin weights (but maybe a little less annoying).
Select the cloth and in the FX rollout go to nCloth > under Maps Paint Vertex Properties and choose the attribute you want to start with (I always switch attributes by accident somehow so make sure you're always painting with the correct attribute).
So as you can see from the picture above, I've already painted a light layer of rigidity at the waistline of the dress. I did that so the dress won't bunch up when Sam twirls. If you find it easier to work in color as opposed to black and white, you can select Use Color Ramp under Paint Attributes. So to paint rigidity I selected the second brush, selected Replace, dropped my value to about .0600, and painted gray (or light bluish green for color) where I wanted the dress to be rigid. When I covered the area I wanted to be rigid I then selected smooth to ease the rigidity away. To resize the brush hold down b, left click, and drag.
I also painted some stretch from the waistline down a few edge loops to help twirls.
Caching:
Once you have the cloth flowing like how you want it to with all the above settings, it's time to cache it. Caching saves the object or cloth and reduces the amount of calculating Maya has to do which makes the scene run better overall. To cache the dress or any cloth simply select that geometry and go to Cache > Geometry Cache > Create New Cache; if you want to save it somewhere specific, check the box. Maya will take a while to run through the simulation, but once it's done the simulation should play much smoother. Other objects and effects can be cached in your scene as well. For non-geometry you can also use nCache > Create New Cache.
In closing, I'm very happy with how this simulation turned out and look forward to perfecting it for a future portfolio piece.
Below is an excerpt of my final piece. The trees were made using Paint Effects within Maya and the leaves made into nCloth. The lighter plane the girl is standing on is a 3D Fluid container.







