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590 Chapter 8: Modifiers
objects in the simulation. And when created, groups can
then be given unique properties. For example, a group
on a collision object can have a different collision offset
from the rest of the object. This is a powerful feature
when working with groups.
Note:
You can select groups of vertices explicitly,
with the mouse in the viewports, a nd you can
also specify a soft select ion or use a texture map
to select vertices using controls on the Group
Parameters rollout. See Soft Selection group (page
1–596). In addition, named selection set (page
1–83) toolsareavailableatthislevel.
Mak e GroupMakes a group out of selected
ver tices. Select the vertices to include in the group,
and then click this button. Name the group, and it
will then show up in t he list below for you assign
to an object.
Delete G roup—Deletes the group hig h lig hted in
the list.
Detach—Removes any constraint assigned to the
group and sets it back to being unassigned (i.e.,
without any constraint). Any unique properties
assigned to this group will remain in effect.
Initialize—Constraints tha t involve attaching
the vertices to another object (Node, SimNode,
Surface and Cloth constraints) contain
information regarding the relative positions
of the group vertices to the other object. This
information is created upon the creation of the
constraint. To regenerate this information, click
this button.
Chang e G rou p Lets you modify the vertex
selection in the group. To use, follow this
procedure:
1. Choose the g roup in the list.
2. Change the selection of vertices.
3. Click Change Group.
RenameRenames the highlighted group.
Node—Constrains the hig hlighted group to the
transforms of an object or node in the scene.
To use, click Node, and then select the node for
constraining. The node cannot b e an object in
the s imulation; for that pur pose, use the SimN ode
constr ain t.
Note: Node and SimNode simply constrain the
group to an object’s transforms,nottotheobject
itself. They need not be near each other. When
the cloth and the constraining object should be
incloseproximity,suchaswithclothingona
character mesh, use the Surface constraint instead
(see following).