Join Aaron F. Ross for an in-depth discussion in this video Choosing a scale convention, part of Maya Dynamics: Creating Simulations (2012).
Before we even begin to think about building a Dynamic Simulation, we have to…adopt a scale convention.…That's universal for all Dynamics, not just Rigid Body Dynamics.…Before we animate it, before we even build models, we need to think about how…big they need to be.…If your objects are built at the correct scale, then your Dynamic Simulation…will run accurately.…If they're built to a different scale, you'll get a wildly different result.…You need to make sure you do this properly in order to get good results in your simulation.…
Of course, you can tweak it after you've made it physically accurate.…That's a good workflow to follow.…To make things physically accurate-- how do we do that in the first-place?…We have to build our scene to a scale convention and I've got three examples here.…I have got my bowling pins at 1:1 scale such that each bowling pin is about…40 centimeters tall.…That's a 1:1 scale model.…Then I've got a 1:10 scale model where each bowling pin is an order of magnitude…smaller, about 4 centimeters in height. And right here at the origin, I've got an…
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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