Join Henry Santos for an in-depth discussion in this video Simulations, part of MODO Essential Training.
- In computer animation, there are some shots that are just too difficult to do by hand. For example, if we were to animate this shot of oranges falling into a glass bowl, we would have to select each one of these things, move it and make sure that it matched their location, then simulate where it would impact the glass bowl. Luckily, MODO has a really good simulations feature, where we can create dynamic objects.
So, we can simulate these objects falling, and bouncing around inside this bowl. So, it does sound as good as it looks, I'm sure. Let's take a look and see how we can do that. We're in the Setup tab. We have our objects in place, and just a quick visual. Yeah, they're right there, right above it. So, ultimately, what we'll be doing is playing this by hitting a play button, a special play button, it's down here on the lower right corner of the timeline.
That's the bottom row. So, if you click on that, nothing happens, obviously, but let's remember this location. OK. Let's make sure that these objects, that are going to fall will actually fall. So, let's try it with one orange, this guy right here, and let's go to our tools, and there is a group of tools here, the dynamics tools. Within that tool set, we have a whole bunch of other commands that we can select from.
So, as you can see there are a lot of different tools here, a lot of experimentation, and in my opinion, a whole lot of fun. So, now, this object, this orange is going to be falling through space. So, it's going to be active. So, that would be the active rigid body. So, it's active and it's going to sit still. It's not going to mush around like jello. We clicked on active rigid body, so that turned this object into an active rigid body. At this point in time, if we go back to our timeline, everything looks normal, except for this solver down below here.
This holds the information on dynamics. So, it tells us, I open that up, so I can look at the properties. We have the physics rate. Gravity is at -9.81. That is just gravity. So, remember that play button that we looked at in the beginning. It's this solid, filled, green play button. Let's click on that, and there goes our orange. See ya.
So, it's going through this bowl. Well, that's not what we want. What we want is for this to go into this ball. So, let's make that happen. Let's click on the ball, so highlight it. Now, let's go back to our tools in the dynamics toolset, in our tools area here, and let's look for a command that fits the bill. Well, static. It's not moving anywhere.
We don't want that bowl to fall along with the orange. It's sitting still on that grid. Now, I'm just too excited. I'm going to go ahead and click on that play button. Oh, wait. That didn't work. So let's change the settings on that ball. So, while we have it highlighted, let's go back to our Properties menu here, and I'm going to maximize this just for the time being, so that we can see the groupings of properties. It's going to be along that right row of tools.
So, let's look for dynamic. So, we have dynamic. So, it's enabled. It's rigid, static. What we want to look for is this collision shape. Right now, it's using the shape of the hall or the invisible geometric cage, that's wrapping around the bowl. If we change this... So we go to collision shape. Click and hold on that. Change it to mesh. Now, it's going to set the dynamics on the actual mesh of that bowl.
So, let's hit that play button again, and there you go. It worked. So, I think that orange is a little lonely. So, let's go ahead and select the other oranges. Hit Shift, add to the selection, and let's hit active rigid body to make those other oranges active, so they fall through space, and let's simulate again. And there they are. So, they're bouncing against each other, and if we let this play all the way through, it will just keep simulating.
If you click on this other, run simulation at the current time, it'll just go up to 120 frames. That's what we have set. So, that is pretty cool, I think. So, now there's another type of simulation that I wanted to show you. And again, this is a very very deep feature set. So, we're really just scratching the surface. And then we go back here, to our item list, and I have a piece of cloth, that's hidden.
So, I'm going to turn that on, and what I'm going to do with this cloth, if you can just imagine. I'm going to turn that into a soft body. So, again, I go to my dynamics tool set, click on soft body, and these are just default settings, so, it'll be different, however we change it, and we can spend the whole lot of time modifying our settings to make it work. So, I'm going to hit the simulate button, and there it is.
It recognizes that the bowl is a static rigid body, and it drapes around it. So, it's moving a little bit slow, because this is really compute intensive stuff. So, if you want to noodle around with this, be prepared to have it, slow down or crash. That's just the nature of the beast. Once we have everything dialed in, or if you have an awesome computer system, it'll make more sense. So, it doesn't make any sense to do this kind of work on a lower end computer, but it sure is fun.
So, we've gone through the Setup tab in different ways of rigging and setting up simulations, and there are a whole lot of other features and tools within the MODO toolset that will help in this process. Up next, we'll take a look at how we can start animating these rigs.
- Building simple 3D models
- Working with primitive and preset objects
- Using deformation and duplication tools
- Subdivision (SubD) surface modeling
- Understanding replicators
- Creating a fusion model with MeshFusion
- Adding lights
- Shading with materials and UV mapping
- Painting and sculpting
- Animating your scene
- Rendering and exporting renders