Maya VFX Series: nCloth for Character Animation

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  • เผยแพร่เมื่อ 16 ธ.ค. 2024

ความคิดเห็น • 73

  • @blessethishe
    @blessethishe 3 ปีที่แล้ว +6

    Wow, very clear and easy, and that's a big thanks to your excellent explanation skills. You knock this one out the park.

    • @sarkamari
      @sarkamari  3 ปีที่แล้ว

      Appreciate your kind words. These comments mean a world to me

  • @ТимофейТащер
    @ТимофейТащер 4 ปีที่แล้ว +3

    The fact that the gnomon fit into the whole course - you showed in one lesson. Thank you so much for your work. Hello from Russia!

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว

      Many thanks!

  • @artteam3977
    @artteam3977 3 ปีที่แล้ว +3

    most easy to understand tutorial i have come across so far, man your way of teaching is just awesome

  • @Noob-zi2ce
    @Noob-zi2ce 29 วันที่ผ่านมา +1

    Maya doesn't make this easy at all. Great tutorial!

  • @digitalrage5
    @digitalrage5 4 ปีที่แล้ว +3

    Very nice tuts mate, well explained and interesting topics. Hope to see more in VFX and destruction field.

  • @arturochomyszyn5751
    @arturochomyszyn5751 2 ปีที่แล้ว

    that was a clear explanation of a advanced ncloth workflow!. Thanks a lot for sharong your knowledge!

    • @sarkamari
      @sarkamari  2 ปีที่แล้ว +1

      Amazing to hear. Thanks Arturo 🙏🏼

  • @ryansalazaracosta2596
    @ryansalazaracosta2596 2 ปีที่แล้ว

    Ohhh Yes! this is the channel that I been looking for! great stuff.

    • @sarkamari
      @sarkamari  2 ปีที่แล้ว

      Glad to hear Ryan💪🏼

  • @shjung8265
    @shjung8265 4 ปีที่แล้ว +2

    simple long enough thank you. i appreciate it.

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว

      Appreciate your kind words

  • @behnamkhamisi8786
    @behnamkhamisi8786 3 ปีที่แล้ว +1

    سلام و سپاس رضا جان.

  • @pravin4d2
    @pravin4d2 4 ปีที่แล้ว +1

    Very lovely tutorial I get lots of information in this video👍❤️❤️❤️

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว

      Glad you found this video useful

  • @PencilGlue
    @PencilGlue 3 หลายเดือนก่อน

    Awsome tutorial sir. Used it to make hair simulaiton 😆

  • @ReiBerjibaku
    @ReiBerjibaku 11 วันที่ผ่านมา +1

    this is really well explained, nice
    but
    is this really the workflow used in real production??
    it's feels very layered with multiple duplicating mesh
    orignal>duplicated>nCloth Output>nCached Alymbic> cleanfile import
    we're using a fixed mocap animation here, but if it's your run of the mill manual animation, and then after reaching the "clean file" stage, someone down the pipe making a revision
    i can only see a big headache

    • @sarkamari
      @sarkamari  11 วันที่ผ่านมา

      It really depends on the studio and its budget. At Disney, we use our proprietary tools alongside some Houdini. Smaller studios might rely on software like Marvelous Designer, Houdini, or even Bifrost. Ultimately, the more tools you’re familiar with, the better you can adapt to the studio’s needs.

  • @jiayujinn
    @jiayujinn 2 ปีที่แล้ว

    Super helpful! Big thanks!

  • @MegaRazac
    @MegaRazac 3 ปีที่แล้ว

    Thank you Sarkamari

  • @raol635
    @raol635 2 ปีที่แล้ว

    Thank you. Good techniques.

    • @sarkamari
      @sarkamari  2 ปีที่แล้ว

      thank you Driss 🙏🏼

  • @Radwalls
    @Radwalls 3 ปีที่แล้ว

    I got to 19:47 and... My characters shirt follows the arms until it gets to zero and then the shirt just freezes there. It seems like the nCloth is not falling fast enough or at all? I don't know what to make of it or how to proceed. Any ideas, maybe my scene scale is too big? Thanks man.

    • @sarkamari
      @sarkamari  3 ปีที่แล้ว

      Does the cloth follow the body after the blendshape?
      If no then repeat the blendshape step. If yes check your playblast speed, scene scale and substeps
      I talk about all three in the video

  • @Aditya90sKZ
    @Aditya90sKZ 2 ปีที่แล้ว

    The paint ncloth vertex maps is not loading or not there, i couldn't do that part

  • @jcordova8595
    @jcordova8595 ปีที่แล้ว +1

    You forgot to mention that you can remesh / retopologize inside of Marvelous Designer as well.

    • @sarkamari
      @sarkamari  ปีที่แล้ว

      I have another video just about that. Coming out soon

  • @bandoli66
    @bandoli66 2 ปีที่แล้ว

    Great video. Thanks!!!!!

    • @sarkamari
      @sarkamari  2 ปีที่แล้ว

      Amazing to hear

  • @areebaqaseem5888
    @areebaqaseem5888 3 ปีที่แล้ว +1

    hi man.. i have a question, how we get character and clothes for ncloth?? when we dnt know how to model.

    • @sarkamari
      @sarkamari  3 ปีที่แล้ว

      Best is to use cloth modeling software such as Marvelous Designer. However the clothing can be sculpted a retopo in Maya. I don't recommend modeling it in Maya.

  • @moldusoanimation782
    @moldusoanimation782 4 ปีที่แล้ว

    Hello, I often do the extrude after the simulation to avoid overlapping faces..but now I am trying with a Torus for a necklace and it doesn`t work

  • @vernonsokhela6008
    @vernonsokhela6008 3 ปีที่แล้ว

    Very nice and easy to follow tutorial, thanks.

    • @sarkamari
      @sarkamari  3 ปีที่แล้ว

      Glad you found it useful

  • @Michael-bg7fw
    @Michael-bg7fw 4 ปีที่แล้ว

    Can you bind the static geo to an already cached out animation instead of rigged animation and then add the ncloth setup? When I do the new ncloth geo has no animation.

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว

      The idea behind caching is not to have modifiers on the mesh. Skin cluster can really slow down your sim. That’s why we transfer the anim to a clean geo with a help the blendshape. Hope it makes sense

    • @Michael-bg7fw
      @Michael-bg7fw 4 ปีที่แล้ว

      @@sarkamari It does but ultimately once you apply nlcoth to that geo with blend shape the animation is being driven by the simulation not the blend shaped correct?

  • @valentinagiorgi3835
    @valentinagiorgi3835 3 ปีที่แล้ว

    Thank you so much

  • @the2fives
    @the2fives 7 หลายเดือนก่อน

    It wasn't clear to me why he duplicated the character and cloth and created the blendshape. Is it for better simulation?

    • @sarkamari
      @sarkamari  7 หลายเดือนก่อน +2

      Correct
      The original mesh always comes with auxiliary nodes, especially if it was previously rigged. Additionally, there are times when you’re forced to modify the geometry. With this method, you always work on the duplicated version instead of the original.

    • @the2fives
      @the2fives 7 หลายเดือนก่อน +1

      @@sarkamari Fantastic! Thanks so much for the explanation!

  • @anmcopico4228
    @anmcopico4228 3 ปีที่แล้ว

    Can i ask you something?
    I need to animate a hanging in neck scene.
    What i did is first keyframed all struggling to breath scene on a rigged body and it went well.
    Then created a tube and converted to ncloth to simulate the rope ,( All i need is him swing through air while struggling) i just stuck there , please help me if you understood what i said.

    • @sarkamari
      @sarkamari  3 ปีที่แล้ว +1

      If I gather correctly you are using the same skinned geometry as collision obj. That's usually where the problem lies. That's why I tend to seperate the collider from the skinned mesh. The rest is fine tuning your collision parameters on your nCloth node. Watch the video for more information on each section.
      Hope this helps

    • @anmcopico4228
      @anmcopico4228 3 ปีที่แล้ว

      @@sarkamari thanks

  • @danielrosalesfernandez1492
    @danielrosalesfernandez1492 4 ปีที่แล้ว +1

    you could share the files to do the exercise in a learning way

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว

      There's copyright issue. I'll look into it though.

  • @moldusoanimation782
    @moldusoanimation782 4 ปีที่แล้ว

    Hello, the nucleus, the nCloth and the nRigid stays behind when I anímate the character…how can I recognize in the outliner which one is if I have more than one ncloth?

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว +1

      If you scrub through the timeline ncloth stays behind because Maya can’t calculate skipped frames. However, if you have followed all the steps ( including caching) the playblast should show things correctly

    • @moldusoanimation782
      @moldusoanimation782 4 ปีที่แล้ว

      @@sarkamari thank you!!

  • @maxparkervfx
    @maxparkervfx 4 ปีที่แล้ว

    How would you go about doing some realistic destruction with Maya’s built-in dynamics?

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว +1

      I’ll make a video on it soon

  • @moldusoanimation782
    @moldusoanimation782 4 ปีที่แล้ว

    hello, I have another one...How can I continue my animation if I already did the ncloth simulation, it takes too long to see the preview in the timeline..I know I should aplied the ncloth after I finished the animation, but it happens that I need to do some changes!

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว

      Yes. Always finalise your animation before nCloth. With that you can export your animation as alembic and only then apply dynamics

    • @moldusoanimation782
      @moldusoanimation782 4 ปีที่แล้ว

      @@sarkamari someone told me that I can enable the nucleus and animata as if there is no ncloth..it works!

  • @jameswales2122
    @jameswales2122 4 ปีที่แล้ว

    Would this be able to be linked to an attribute to switch between simmed and unsimed cloth

    • @sarkamari
      @sarkamari  4 ปีที่แล้ว

      Hi James;
      Not sure what you're asking I am afraid. nucleus gets calculated only when you play the timeline otherwise the mesh can't get simulated

    • @jameswales2122
      @jameswales2122 3 ปีที่แล้ว

      @@sarkamari So if you where to set up a rig file would you also set up a file with simmed cloth set up and reference replace the reference of the rig witht the simmed cloth for render time

    • @sarkamari
      @sarkamari  3 ปีที่แล้ว

      The short answer is yes. You always want to keep your simulated mesh seperate and independent from your rig. That's why having a polished animation is necessary. Simply simulate the cloth and export/ reference the cached Sim into the master scene.

  • @artteam3977
    @artteam3977 3 ปีที่แล้ว

    i followed each step but my blendshape is not working please help

    • @sarkamari
      @sarkamari  3 ปีที่แล้ว +1

      Best strategy is to try the technique on a simpler example to make sure your approach is right. Then move to the problematic scene. Of course if you run into the same problem you know it is coming from your scene

  • @felipegimenes
    @felipegimenes 2 ปีที่แล้ว +1

    It's awesome. Congrats for the video!
    I've applied it in a character, but some vertices are flickering. Do you know because it happens?

    • @sarkamari
      @sarkamari  2 ปีที่แล้ว +1

      It's caused by geo interpenetration. Use soft select and move them away from the geometry ever so slightly. It should fix the whole thing

  • @rurus_rurus
    @rurus_rurus 3 ปีที่แล้ว

    Thanks!

  • @antiplays3761
    @antiplays3761 ปีที่แล้ว +1

    Im really sorry but in marvelous we can remesh it to quad

    • @sarkamari
      @sarkamari  ปีที่แล้ว

      No need to be sorry 😂
      The remesh system in MD is one of my video tutorials for this series.
      It's already been recorded and will be released soon on this channel.

  • @augustosilva8974
    @augustosilva8974 2 ปีที่แล้ว

    works gj

  • @seencapone
    @seencapone ปีที่แล้ว

    Sure seems like there's a LOT of steps and geometry duplication. There has to be a simpler workflow.

    • @sarkamari
      @sarkamari  ปีที่แล้ว +2

      Yes. The answer is Houdini ;)

    • @ironknightzero
      @ironknightzero 3 หลายเดือนก่อน

      @@sarkamari Tried Houdini for cloth, its terrible, not getting high frequency details, spent couple of days on it as well. Maya works better with cloth imo for characters. Marvelous Designer works too.
      Also, if you look at examples of houdini character cloth, all you'll see is long robe types of cloth that move a lot, there are no other in betweens