Join Aaron F. Ross for an in-depth discussion in this video Animating transforms with keyframes, part of Dynamic Simulations with Bullet Physics in Maya.
…Now we'll take a look at how we can combine traditional keyframed animation…with Bullet dynamics.…In this case we'll set this ball in motion with keyframes and…then have the Bullet Solver take over.…We'll begin by selecting that polygon sphere and going up into the Bullet menu.…And we want to start by creating a Passive Rigid Body.…Go under the options for that.…And we want to choose Sphere as the Collider Shape Type,…because it's a sphere.…And our Body Type will be Kinematic Rigid Body.…
And once again, a Kinematic Rigid Body is one that can be…animated with keyframes and it can push Dynamic Rigid Bodies around.…Click Apply and Close and then create some keyframes.…On frame one I'll keyframe Translate Z.…Select Translate Z, the name and choose Channels > Key selected.…I'll go forward a little bit to, let's say frame six.…And then grab the Move Tool, and move that ball forward a little bit.…And then once again with Translate Z selected, choose Channels > Key Selected.…
going to rewind and…play the back to verify that we've got some animation there.…
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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