This is my attempt at making a Colosseum. I started by adding a cylinder and hollowing it out. I then cut out the gaps.
I entered some code into the python section of the script editor:
# Create a NURBS curve
import maya.cmds as cmds
# Define the curve degree and control points
degree = 3
points = [(0, 0, 0), (1, 2, 0), (3, 1, 0), (5, 0, 0)]
# Create the NURBS curve
curve = cmds.curve(p=points, d=degree)
This created a curve. I edited the numbers in brackets to make a different one.
I pressed space to go into orthographic view and select the front view. I then drew a simple curve. I cloned it 4 times, selected them in order, then did Surfaces < Loft. This connected them all. You can also go to Surfaces < Reverse direction to switch which side the faces are on.
I created a circle the did Surfaces < planar. This filled in the circle.
I drew a line, then moved it to the side a bit. After that I used X and D to move the point of origin back to the center. Then, I did Surfaces < Revolve.
I used this method to re-make my wine glass. The old one is on the left and the new one is on the right.
I used the same method as making the wine glass to make this sombrero. To turn it into a model I went to Modify < Convert < Nurbs to polygons. I then selected quads and clicked apply. I then did Mesh < Retopologize. This got rid of N-gons.
I went to edit < Duplicate Special. I then opened the options for it. I added a cube and turned it into a rectangle. I moved it slightly to the side and then held down D + X to move the pivot point to the center. I then modified the translate and rotate settings to make a spiral staircase.
I spawned in 2 cylinders, created some circle curves around them, then I went into the front orthographic view and created a curve between them. I then applied a sweep mesh to it and adjusted it to look
First, I made 2 chain segments and attached them. I then mesh combined them. I drew a curve in the orthographic view. I then went to the MASH tab and clicked the square. I then clicked the 4 white bars.
I added a cube, then added some cuts. I duplicated it and changed it a little. I then added a flat plane, made it really big, then rotated it to be on a slant like a roof. I then used the MASH editor to add the tiles I made to the roof and added a MASH ID to randomize them.
I added a cylinder, made it look like a coin, then added the MASH. I set the distribution type to grid and got 3 layers of coins. I then added MASH dynamics to simulate physics. I then added a randomizer. I got them in a position I like, then duplicated them to save it.
What do you think nCloth is in Maya?
A physics simulation used to aniate cloth.
Why do we need physics for cloth simulation instead of just animating it manually?~
Manually animating cloth would take way too much time and might look unnatural.
Why might nCloth be useful for your projects or future work?
I added a cube and a 2D plane. I switched the tab in the top left from modeling to FX. I then clicked the nCloth tab in the top and created an nCloth on the plane. I then created a passive collider on the cube to make the cloth collide with it.
Here is a version of the cloth physics with more subdivisions.
I used the vertex select to select some of the vertices in the corner of my cloth. I then clicked on nConstraints and transform constraints to lock the selected area in place.
I modeled a bed and then used nCloth physics to make a bed sheet that falls down. I paused the animation on a frame I liked and duplicated the cloth.
I got a thin cube with lots of subdivisions and added nCloth to it. I then got rid of the gravity and increased the pressure to inflate it.
I made cloth physics with a 2D plane and put it partially inside the pole I made. I selected the verts in the pole and shift clicked the pole. I then went to nConstraints and clicked point to surface. This stuck the flag to the pole.