Let's take a look at another example soil and the scene as you see I have a skilled mesh and I have
a tank top so I don't want to simulate both of them.
The reason is as you see we have a gap between them right and there is no intersection or collision
will happen between them.
So there is no need to simulate both of them at one time.
So let's first select the tank top and hide that and I'm going to simulate the script first.
So Let's select that and let's go to include and let's click on create and grow.
And if I select the geometry you'll notice that I said the friction to zero point four and zero point
four four stickiness to just I wanted to mention that for you.
So now let's spin the skilled or the cloth to the body so we can do that by right here so let's select
the vertices so if I select the first vertex and shift and double click on the next one I am selecting
the loop.
And here again double click.
And because this is not a uniform loop.
So we need to do that.
There are two you don't have to select the second line but let's do that.
It's enough to select just the first one so it's two for that to.
So now let's shift and select the body and let's go to and constraint and let's click on point one surface
or point two surface.
And I want to hide the ground so.
So now let's select the growth and let's go to the shape and I want to make a couple of changes here.
So the first thing I want to change is the stretch resistance.
I want to say that to 150.
And another thing I want to change is to add a little bit of damp there So zero point zero eight.
It's good value I think.
And let's give it a try and see.
So let's go to in cash.
This to you that off and this could go on an object
the cash is finished.
So let's take a look at the result as you see we have some problems there so if I scroll down for a
scroll that lets see as you see here we have some intersection between the polygons so if I hit three
on the keyboard we can't see that better.
So the reason is because if I go to the first frame and notice how the polygons are too close to each
other as you see so and really the we can fix that by going to nucleus and we can scroll down to the
sub steps and I want to increase that too much for example I want to set that to 18 and I want to increase
the max collision iterations to about 10
and this should fix that problem so as I said the polygons are too close as you see.
That's why we get that black color on it.
So let's scroll here and see again as you see
so let's try it again.
Let's select that and replace and replace existing and this will take a little bit longer to calculate
the cache is finished and I created a playlist.
So let's take a look at that
as this year we get rid of most of that black areas.
If you're still getting that you need to increase the increase them a little bit more.
The substantives or the max iteration to so I am really happy with the result.
So now let's go ahead and work on the tank top.
So now we need to hide that.
Now let's show the tank top.
And let's go to the first frame.
As I said because there is no inter action between the two pieces.
That's why I am creating every piece separately.
So now let's select that let's go to include and let's click on Create include.
And as you see we are still getting that problem.
I don't know what the color is gone again.
So let's say like that and let's assign new material it's assign a Lambert and let's make it brighter
and a little bit of Ambien to make it a little bit more brighter here.
And
if you still get that weird normals.
So you need to select that and again you need to go to do the modelling and in the mesh display you
need to click on set to face and then you need to click on soft an edge to fix that.
So let's so let's say like that and I want to change the stretch resistance to 150 again and as you
see the clause is a little bit bigger right.
So you can scale that but really it will be difficult to match the vertices on the body but there is
a really cool trick here.
So you need to select that.
There is cool attribute here called rest length scale.
So we will give the job to Maya to scale that down.
So I want to scale down about 5 percent.
So I need to set this value to zero point nine five.
So now the simulation will scale down the cloth and really very cool attribute.
So I think that's it.
I can add a little bit of damp there too.
For example seven zero point zero seven and I want to go to the collisions and I want to add friction
to that zero point of four and let's add a little bit of a stick ness to zero point three and let's
say now go on cash
I stop the cash because I wanted to mention here in the script mesh the simulation took about 10 minutes
and so the reason I stopped the cash because we need to go to the nucleus and as you see we increase
the solstice right but now we don't need to increase that for this piece.
So there is no need to wait 10 minutes again.
So let's make that back to five and this one to four and this will be okay.
So let's cash it again
so the cash is finished.
And it took about three minutes.
And as you see again we have this black normals.
So let's go to modelling and let's go to a measured display and click on set to face.
I know it's very sharp so we need to soften that to go to soft an edge.
This is better.
So as you see at the first frames when we if I scroll that as you see the cloth shrinks this is because
the attribute I told you about the rest length escape.
So now let's show the script and let's create a playlist for that
so the play last is finished.
Let's take a look and I am really happy with the result
so great.
I hope you enjoyed.
So see you in the next listen.