Join Aaron F. Ross for an in-depth discussion in this video Adjusting field attributes with manipulators, part of Maya Dynamics: Creating Simulations (2012).
Although we have full control over the Max Distance and other attributes from the Channel box, using this method it's hard to visualize what that distance is. Here's a handy trick that can help you with that. We can turn on the Show Manipulator Tool. With the Field selected I'll click Show Manipulator and you'll see in the viewport here we've got a visual indicator of the Max Distance, the Attenuation and the Magnitude and I can click on any of these and move it. And you'll see it's changing that value in the Channel box here.
And what I really want actually is I want to have a pretty large Max Distance of somewhere in the range of 200 or 150, but then I actually want to move the field over to the side and reduce its Magnitude. And again I can do that from the manipulators too. With a low Magnitude and a high Attenuation it's going to cause the ball to softly arc through here; it's not going to have a hard bounce effect. Notice, by the way, as I bring that Magnitude down, it wants to snap back up here.
It's not changing the value when it does that, it's just purely visual indicator on the screen. Okay let's try that. So I've got a pretty low Magnitude and that's actually good because it's kind of deviating the ball a little bit, it's just kind of pushing it over slightly. And to finally get this to be a perfect strike what I want to do is the ball itself, I want to move that over a little bit to one side and start its Initial Velocity on a diagonal. And then when it gets down here it's going to sort of softly bounce off that field and kind of arc around back to the left in this case.
So I need to start to figure out what my Initial Velocities need to be. I need to move in positive X if I want to move in this diagonal here, but a low positive X value. I've got a negative Z of 1800 and let's do a positive X of 100, play that back. Pretty close! I think maybe if I increase my field strength I can get that landing where I want. Let's try a Magnitude of 50, play that back.
This is just the tweaking phase where you've got to adjust all the variables. That's not perfect, but that's pretty close, I did get a strike. And from this angle we don't see a very good arc, but from a more conventional angle it might look fine. If I really needed a perfect arc then I could actually play with that some more. But at this point we've got essentially the result that we want.
- Choosing a scale convention
- Laying out the scene
- Modeling proxy objects
- Creating passive and active rigid bodies
- Imparting an initial velocity
- Improving performance
- Applying damping
- Adjusting mass
- Adding a Radial field
- Keying the Active attribute
- Baking the simulation to keyframes
- Creating Hinge and Spring constraints