Archive for the ‘Tutorials’ Category

Dancing nCloth Cape

Monday, May 31st, 2010

This is a simple tutorial on simulating an nCloth cape. The cape is connected to a motion captured dancing character. Getting Started... Once you have your character and modeled cape, snap or translate vertices from the cape to the characters geometry. The vertices do not need to touch the character. You can ...

Subdivisions, Mental Ray’s approximation editor and displacement maps

Saturday, April 5th, 2008

Mental Ray Approximation Editor Elements: Polygon source mesh modeled with all quads, triangles, or a mixture of both Displacement map. Overview: Convert a rigged, low polygon model of an octopus into a subdivision surface using Mental Ray's approximation editor. Once established, add a displacement map for further detail. Ultimately this gives you the ...

Introduction to the workings of Maya Cloth & Create a sheet and rest it on top of a bed.

Saturday, April 5th, 2008

**Note** This tutorial is based off of Chapter 2, Maya Cloth for Characters! Pre-requisite: Solid understanding of the Maya interface. Cloth Sheet Elements Cloth sheet Polygon mattress Polygon Box spring Overview: In this example, we create a polygon sheet utilizing cloth's create panel and create garment tools, and rest the sheet on a bed.

Force one surface to fit around several other surfaces.

Monday, March 31st, 2008

Shrink Wrap Elements: NURBS or Polygon target objects Polygon source mesh Overview: In this example, we take a modeled polygon arm or "skin" and have it conform to underlying muscles. Although the purpose is for better skin simulation, shrink wrapping geometry can be used for a variety of techniques and ...

Create a dynamic collision between two objects, leaving a dent on one of the objects.

Monday, March 31st, 2008

Soft Body Collisions Elements: NURBS Sphere Polygon mesh Duplicate polygon mesh Gravity Field Overview: In our first example we have a ball crashing into a moving cube. Upon impact the ball will bounce off the cube leaving a dented surface on the cube. To create this effect, we use a soft body particle ...