Join Aaron F. Ross for an in-depth discussion in this video Adjusting mass, part of Maya Dynamics: Creating Simulations (2012).
Continuing with our survey of the most important dynamic attributes for…the Rigid Body node; next is mass.…Mass is essentially, the weight of the object although it doesn't really work…the way mass does in the real world.…These simulations are not truly actually physically accurate; they're just an…approximation of the way things work in a real world.…And for mass, what it does is it has to do with how collisions take place. Let me illustrate.…
I've got my ball and it's currently got initial velocity of -1200 in Z. We will…play that simulation back.…Scrolling down a little bit further you will see Mass and it currently has a…value of 1, and by default that's 1 kilogram.…But really it's not a physically accurate value;…I'll set that mass up to a value of 10, and rewind and play that back.…And interestingly the speed of the initial velocity didn't change.…
This is how it's different from the real world.…If you increase the mass of something in order to get it moving you have to push it harder.…So you might think that by increasing the mass then I would need to increase the…
AuthorAaron F. Ross
- 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
Skill Level Intermediate
1. Building a Simulation
2. Directing a Simulation
3. Working with Keyframes
4. Applying Dynamic Constraints
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