I made a pair of pants for my character, and on my machine it calculates perfectly. But since my school's computers are much faster, I figured I'd use them to do the simulations instead. But when it calculates, one of the legs gets sucked into the character's leg!
I tried it on several machines there, and get the same result, but it still works perfectl on my machine.
Anyone ever run into something like this?
Yep. And I couldn't believe it either.
Apparently, even different builds of the same version of Maya can give different results! Something to do with floating point differences and so on at compile time....
The solution? make sure you are using exactly the same copy of Maya (ie off the same CD) if you are gonna transfer cloth between machines before simulating.
well ive encountered different results in some apps on different proc modells so (floating point accuracy is a bit different from manufacturer and type to another)
Well, I got around that hurdle, only to run into two more. Luckily, I've got a couple ideas for these.
1.) the belt area of the pants moves as if it has a noise deformer on it. I'm sure it's because I gave it a low UV stretch value, instead of using the mesh constraint.
2.) The shirt is a lot tighter than when I tested it. This might be because it's part of a referenced scene. I noticed that changing the stretch values of the reference doesn't seem to work