Duncan Brinsmead posts a method for creating a dynamic chain in Maya using nCloth using simple Cube primitive shapes where the links are combined into two meshes, one for odd numbered links and one for even. Both the meshes are then turned into nCloth meshes using high stretch and bend resistance values. Check out the Creating an nCloth Chain in Maya tutorial post with project files for download here.
Duncan Brinsmead notes on his tutorial: “Note that it is important before making nCloth to select the faces and to createUV: automatic projection so each vertex has a unique UV… the last step requires this even though one will not render the cloth mesh. The cloth needs high stretch and bend resistance values as well as higher substeps. The collision thickness should be set to about the thickness of the chain.”
The last step is to attach your chain links, which may have as high a poly count as is desired, to the simple nCloth links. First get the parentToSurface script and put in your scripts diretory:
area.autodesk.com/blogs/duncan/parent_to_surface_script
Position these links in the correct position, select them followed by the nCloth and type: parentToSurface
The same technique could be used for the central plate object, which could be a single nCloth face that has component to component constraints with the chain nCloths. Use bend/stretch/compression resistance for everything and avoid the nCloth rigidity.
area.autodesk.com/blogs/duncan/parent_to_surface_script…..is not found…..plz help..