From the course: Maya: Dynamic Simulations with Bullet Physics

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Using collision filters

Using collision filters

Our trick of animating the glue is working well for holding these parts together. However, if we rendered it this way, we would actually see the cracks between the different shards. And to prevent that, we would actually want to render the original object in the period of time which it was falling. And then, render the shards or the rigid set after the point of impact. To make that happen, we should probably make the original object a dynamic object too, so that it falls at the same rate. I'll select that original glass object, and make it visible once again, by typing in a 1. And turn it into a bullet object. Go to the Bullet menu and choose Create Active Rigid Body Options. And the Collider Shape Type should be Cylinder in this case. And the Body Type Dynamic. And the Collider Shape Margin once again 0.001, or 1 millimeter. Click Apply and Close, and now that's been made into a dynamic object. However if we play this back what will happen is, it actually collides with the rigid set…

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