Changes to tissue or cloth meshes (after adding them to the solver) are completely ignored by the solver, unless you follow one of the approaches listed below. Changes to bone meshes, however, take immediate effect, even if done after the bone was added to the solver. In both cases, changes to mesh topology disrupt the painted maps controlling attachments, materials, etc. These maps are only updated in the default Maya fashion. If you would like to change the geometry of a tissue or cloth after you have already added it to the solver, you have three options:
- The first option is to first remove the tissue or cloth, using Ziva → Remove: Tissue, Cloth or Bone. This strips away all the Ziva information, leaving a clean Maya mesh. Then, change the mesh geometry, and then add it back to the solver as a tissue or cloth. This approach destroys any painted Ziva maps, such as attachment maps or material maps.
- The second approach, which attempts to preserve the painted maps as much as possible, is to select the tissue or cloth for which geometry needs to be updated, and a new geometry (a Maya mesh) for it, then issue Ziva → Update Simulation Component: Tissue, Cloth or Bone.
- The third approach is to use our zBuilder tool. In order to use this approach, you first author the Ziva scene, then save the Ziva rig to a .zBuilder file. You then load a clean scene that only has geometry (no Ziva rig), potentially with geometry modifications. Then, you can use zBuilder to automatically apply the Ziva rig from the .zBuilder file onto your geometry. The end result is a Maya scene with your (modified) geometry and the Ziva rig applied to it. Note that in case the geometry changed (including changes to mesh connectivity), zBuilder will interpolate Ziva maps onto your new mesh.