How to enable the traditional Chinese dance (Long Sleeve Dance) with realistic fabric in Maya apply on Mocap data?
水袖舞(Shui Xiu Wu) same called with Chinese Long Sleeve Dance, which developed in ancient China as a way for royalty, nobles, and officials to celebrate grand occasions. This dance is likened to the movement of fairies, and the ripples of water and air. Using long silk sleeves to accentuate her hand and arm movements, our performer whirls them around like ribbons and snapping them like whips.
My approach is active on the beauty of the sleeve in Maya. So, my technical question is to find the right sitting in nColth and make the cloth calculations has same visual as the real sleeve.
This video series has a basic introduction to dynamics meshes, properties, and forces in nCloth. Learn how to set up collisions and add constraints and master the nuances of nCloth design, which help me understand the nCloth simulation.
Mocap data cleaning
Motion capture data cleanup in the cortex
Solve motion capture data
Retargeting to Maya character
Because the visual effect that I want to achieve is different with other models, so I must be modeled by myself.
From last motion capture class, I learned a how to rig a character, and I also find a tutorial to guide me to do the modeling.
(Skin weights on the character)
Frist, I did some test that I found out the fabric works well when it is not applied to the model (full video is in the working progress video). The fabric is too heavy which does not have the silky texture.
By learning the below sitting in Maya, I start to test the value for the realistic fabric.
Collide Strength: increase or decrease the force generated by nCloth collision.
Bounce: increase or decrease the nCloth’s bounciness or its amount of deflection on collision.
Friction: increase or decrease the amount the nCloth resists relative motion on collision.
Stretch Resistance: increase or decrease the amount the nCloth’s links resist stretching when under tension.
Bend Resistance: increase or decrease the amount the nCloth’s edges resist bending when under strain.
Compression Resistance-increase or decrease the amount the nCloth’s links resist compression when under pressure.
Mass: increase or decrease the weight of the nCloth when under the influence of Gravity greater than zero.
Lift: increase or decrease the amount of lift applied to the nCloth.
Drag: increase or decrease the amount of air resistance applied to the nCloth.
I did lots of test of different settings to get the closest texture with real sleeves.
The sleeve simulation is not constraining at this stage, to increase the value of Substeps and Max Collision Iterations of the nucleus.
Substeps means Maya simulate 3 different options for the cloth, once it gets higher will help me get the smooth cloth simulation.
The result is close to the real texture, which is light and floating. However, I think I still can improve a little more. The connecting points of model and cloth can place in a better situation, also the simulation between each clothes are crashing.
Because this is my first time to do cloth simulation, so I cost too much time on testing the value which I do not have time to render the whole animation. So, I only render few frames to show that my work can achieve the similar texture with real fabric.
Because I am doing cloth simulation, so I must make sure the Mocap data is nice and no overlay for the model. This problem I found out when I was testing the cloth but the cloth twist together. When I was testing, I notice that each motion clip cannot be too long. I record my motion data about 1m20s, the cloth is twining badly at the end of the video. To solve this problem is to record several clips and connect by video editing.
Through this fabric simulation, I learned each value correspond to Maya. After this project, I learned how to achieve realistic fabric simulation which helps me understand the way to achieve the different texture of the fabric in Maya as well in the future.