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Using the Carbon deformers 7 months 4 days ago #561

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Here are a few tips on using the Carbon Deformers

Why use a Carbon Deformer rather than a Maya proximity wrap?
1) The Carbon Deformer is specially designed for simulation meshes, so aims to keep the render mesh within the collision volume of the simulation mesh so you can set up multiple layer clothing without the render meshes poking through each other! Of cause there are still limitations depending on the simulation mesh quality.
2) The Carbon Deformers are very fast a run-time, so you can easily scrub the timeline with 10M+ quad render meshes.
3) The Carbon Deformers are deterministic across different platforms.

Multiple Deformers
Carbon Deformers do not trigger a simulation reset so they can be applied between a two meshes (render mesh and simulation mesh for example) at any time.
You can set up multiple deformers with different resolution render meshes and switch between them to see which gives you the result you are looking for. This is particularly useful from Carbon Cloth for Maya v 2.13.x where there is also a choice of 3 different deformer types.

1) Carbon Deformer mapping is a one off before you can use the deformer and it takes a few seconds to a few minutes depending on your simulation mesh resolution.
For large meshes we recommend unticking the auto update mapping in the Carbon Deformer and saving the mapping to disk once its generated.
2) If you have multiple Carbon Deformers then it can be useful to kick off the mapping for all of them at the same time. Here is a simple Python Script that you can run to kick off the mapping of multiple Carbon Deformers having first selected (hold ctrl) all the deformers you want it to run on.

import maya.cmds as cmds
deformers =, dag=True, shapes=True, type='CarbonMeshDeformer')
for deformer in deformers:
   cmds.setAttr(deformer + '.update', 1)


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