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Carbon Cloth for Maya - Actor Body and Rigid Body Render Geometry 10 months 3 weeks ago #443

  • Sebastian
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Unlike Carbon Cloth, when creating a Carbon Body, no output mesh will be generated automatically.
This means that as default, there will be no render meshes available immediately.

There are multiple reasons for this:
  • - Rigid Body objects are by nature non-deformable, which means that the output geometry only differs from the input by translation and rotation. By not automatically generating output meshes, the user can decide for themselves on a Body by Body basis if output meshes should be copies or instances of their input meshes.
  • - When working with Rigid Bodies, one often wants to use a render geometry that is different from the simulation geometry. Since creating output meshes is de facto taking render geometry (which could be the same as the input geometry) and connecting it to the Rigid Body world translation and rotation, users can directly connect their high resolution render geometry to the Carbon Rigid Body translation and rotation.
  • - Rigid Body simulations often involve a lot of objects, which can slow down the Maya graph evaluation. Deferring output mesh generation, and iterating using only the Physics Draw is the fastest and recommended work flow.

For a basic workflow, we suggest:
1) First tune the simulation until it reaches the desired results
2) Then select all Rigid Bodies that you want to create output geometry for

3) Right click the Macros icon in the Carbon shelf. This will open up a dropdown with a variety of Macro options.

4) Select "Create Body Output Mesh Copies". This will create a group with all output meshes that you can save like any other Maya geometry.

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