From the course: Maya: Dynamic Simulations with Bullet Physics

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Caching with Alembic

Caching with Alembic

As with all Maya dynamics, we need to bake, or cache, the simulation, before we can render it. If we don't do this, then we may have some serious issues, such as the rendering coming out wrong. The simulation may be different during the rendering. Or we may have extremely long render times, because each frame takes longer and longer to calculate because the simulation has to run up to the current frame that's rendering. To avoid those issues we can bake to keyframes. We're going to use two different processes for that. For the rigid body which is the original object here, the unbroken glass, we'll just use a standard bake simulation. For the shards we're going to use Alembic, which is an open source file format developed at Industrial Light and Magic. And it's sort of a Swiss Army knife for importing and exporting data between various programs. Before we begin, we should save our scene out to a new file name, so that we don't have any problems of potentially overwriting the existing…

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