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Creating Simulations in Maya Dynamics

From: Creating Simulations in Maya Dynamics

Video: Understanding the rigid body solver

Let's take a moment just to understand the basic concepts of Maya's Rigid Body Simulation System. It's a physics-based simulation that's designed to animate objects that are near the scale of the human body. It wouldn't work well for things that are the size of an atom or the size of a planet. It's very useful for calculating collisions and other physics-based simulations that would be too difficult to animate by hand. And when they say, "rigid body," they mean that quite literally. This type of simulation only works with objects that don't change shape over the course of the animation.

Understanding the rigid body solver

Let's take a moment just to understand the basic concepts of Maya's Rigid Body Simulation System. It's a physics-based simulation that's designed to animate objects that are near the scale of the human body. It wouldn't work well for things that are the size of an atom or the size of a planet. It's very useful for calculating collisions and other physics-based simulations that would be too difficult to animate by hand. And when they say, "rigid body," they mean that quite literally. This type of simulation only works with objects that don't change shape over the course of the animation.

So in other words, no deforming surfaces are allowed: only objects that don't change shape. You can use polygons or NURBS to build your R0igid Body Objects, but you will need to keep the level of detail down very low-- in fact, much lower than you're used to. Because in fact this Rigid Body Simulation System within Maya dates back actually to the very earliest days of Maya, and because of that, it has some limitations. We will have to work around those limitations as we go forward, and to actually build and construct our scenes so that we don't overload our system and that we'll actually be able to see a dynamic playback in our viewports in real time.

Again, the polygon count or vertex count in the case of NURBS will need to be kept very, very low. As always your mileage may vary. Attribute values may be different. In other words, I may put in the value of 100 but on your system with your version of Maya and your scene-- even if it's the same scene-- you may actually have to use different attribute values to get a similar result. But I'm here to show you the ropes to lead you through all those difficulties so that hopefully you will have some good results with your dynamic simulations using the Maya Rigid Body Solver.

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Creating Simulations in Maya Dynamics

41 video lessons · 2746 viewers

Aaron F. Ross
Author

 
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  1. 3m 50s
    1. Welcome
      52s
    2. Prerequisites
      1m 20s
    3. Using the exercise files
      1m 38s
  2. 49m 16s
    1. Understanding the rigid body solver
      2m 3s
    2. Setting animation preferences
      3m 48s
    3. Choosing a scale convention
      4m 23s
    4. Laying out the scene
      1m 46s
    5. Modeling proxy objects
      7m 15s
    6. Constraining renderable objects to proxies
      4m 47s
    7. Organizing display layers
      1m 56s
    8. Creating passive rigid bodies
      4m 0s
    9. Creating active rigid bodies
      1m 13s
    10. Adding a Gravity field
      6m 52s
    11. Moving the center of mass
      4m 19s
    12. Setting an initial state
      3m 42s
    13. Imparting initial velocity
      3m 12s
  3. 31m 5s
    1. Improving performance with stand-ins
      3m 48s
    2. Disabling rigid body nodes with Ignore
      4m 33s
    3. Adding bounce
      1m 54s
    4. Adding friction
      2m 36s
    5. Adjusting mass
      3m 23s
    6. Applying damping
      2m 0s
    7. Tuning rigid body solver attributes
      4m 17s
    8. Adding a Radial field
      1m 48s
    9. Limiting a field with Max Distance
      2m 37s
    10. Softening a field with attenuation
      1m 23s
    11. Adjusting field attributes with manipulators
      2m 46s
  4. 31m 21s
    1. Disabling solver evaluation
      2m 7s
    2. Keyframing field magnitude
      5m 2s
    3. Pushing an active body with Impulse
      4m 15s
    4. Keying the active attribute
      6m 8s
    5. Baking the simulation to keyframes
      4m 30s
    6. Deleting all rigid body nodes
      2m 1s
    7. Editing keyframes in the Graph Editor
      2m 17s
    8. Simplifying animation curves
      5m 1s
  5. 15m 38s
    1. Understanding dynamic constraints
      5m 15s
    2. Creating dynamic objects
      1m 0s
    3. Creating a Hinge constraint
      2m 24s
    4. Creating a Spring constraint
      3m 12s
    5. Fine-tuning attributes
      3m 47s
  6. 29s
    1. Goodbye
      29s

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