Digital Tutors – Using Cloth Simulation with a Mechanical Rig in Maya
Some tips I got from this tutorial:
1) Use component to component constraint if we want to retain the volume of a cloth object. Select all the vertices and constrain them together, setting max distance to the number required for making the cross-links.
2) Use rest length scale to change the start distance between two vertices at rest. Increasing it allows us to have a stretched cloth at start.
3) To make a piece of geometry follow the shape of the cloth sim mesh, for example the rope, we can make a curve out of the polygon edge ring, use that as the motion path, break connections in U, set it’s front axis and pivots, then use flow path object with more U divisions to make the geometry deform according to the curve using a lattice.
4) To make a piece of geometry follow a curve without using wrap (due to collapsing problems), we can use the wire tool. Click the geometry, click enter, then click the curve and click enter.