Join Aaron F. Ross for an in-depth discussion in this video Adjusting solver attributes, part of Dynamic Simulations with Bullet Physics in Maya.
…With our scene built at one to one scale, the objects move very, very slowly.…And once again,…that's because Bullet expects the scene to be built at one one hundredth scale.…We can work around this by increasing the strength of gravity,…multiplying it by a factor of 100.…Select the bullet solver node and go to the attribute editor, Ctrl+A.…And you'll see under basic fields gravity.…And it's got a y value of negative 9.8.…Meaning that gravity is pulling down on the negative y…axis at 9.8 meters per second squared.…
To increase the strength and…by factor of 100, we'll set the gravity to be a value of negative 980.…And then when we rewind and play back we'll see something kind of strange.…The objects all fall through the floor.…But we can work around that by a combination of things.…First of all we can adjust this internal fixed frame rate.…Bullet actually is designed to work with realtime game engines and…simulation engines.…And so we have an internal framerate for the Bullet system itself.…
And if we increase that framerate, we will have more accurate calculations.…
AuthorAaron F. Ross
- Loading the Bullet plugins
- Creating static and dynamic bodies
- Adjusting solver attributes
- Integrating keyframes
- Creating and transforming constraints
- Creating rigid sets
- Holding set members together with a Glue constraint
- Creating soft bodies
- Baking a soft-body simulation
- Inflating a soft body with Pressure
Skill Level Advanced
1. Bullet Rigid Body Dynamics
2. Integrating Keyframes with Dynamics
3. Bullet Rigid Body Constraints
4. Bullet Rigid Sets
5. Bullet Soft Body Dynamics
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