Join Lee Lanier for an in-depth discussion in this video Adjusting active rigid bodies and adding fields, part of VFX Techniques: Space Scene 01: Maya Animation and Dynamic Simulation.
…We've converted our latest set of shards into rigid bodies.…We're now ready to adjust those rigid bodies and apply fields.…If you select one of those shards, you'll see…a rigid body attached to it with all these options.…And in fact, the first thing we'll want to change is collisions.…We want to turn collisions off.…If this is on, each body will bounce off any other body it comes in contact with.…Now because these are so tightly packed, it's going…to lead to errors, and to penetration errors,…and that can actually stop the simulation cold.…
We don't really need collisions here, they just need to explode outwards.…So, to save time, we're going to turn it off.…Now, we have to turn that off for all the shards.…So the trick is to select them all, say through a quick select set.…And…as long as those are all selected…simultaneously you can turn off one, and because…they're all identical in terms of attributes,…that saying is passed to every single selection.…So, we're going to turn it off to zero.…And now they're all off.…
- Animating the spaceship and asteroid
- Animating cameras to follow the action
- Setting key and fill lights
- Creating layers for the sun, stars, and planet
- Setting up shadow and lighting layers
- Creating mental ray render passes
- Exploding geometry in a dynamic simulation
- Attaching nParticle emitter to bodies
- Batch rendering render layers
Skill Level Intermediate
VFX Techniques: Crowd Replication with After Effectswith Lee Lanier2h 54m Intermediate
VFX Techniques: Tracking Objects onto a Facewith Lee Lanier2h 42m Intermediate
1. Getting Started
2. Animating the Shot
3. Lighting the Shot
4. Setting Up Render Layers
5. Dynamically Exploding Geometry
6. Adding a Particle Simulation
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