Join Aaron F. Ross for an in-depth discussion in this video Cleaning up keyframes, part of Dynamic Simulations with Bullet Physics in Maya.
…At this point we could actually render our shot,…but there's still a little bit of clean-up that we could do to make it better.…After about frame 75 or so there should be no motion so…we want to delete all the keyframes or these dominoes after that point in time.…I'll select all the cubes in the outline here.…And in the timeline here, hold down shift and…drag across to select all these keyframes up to about frame 75 or so.…And then right click and choose delete.…
Now after frame 75 there should be no motion and rewind and play that back.…Okay, and just so we can see this…a little bit better I'm going to set the end of my animation range to 100 frames.…We can clean up a little bit more as…well because these are still moving around a bit.…After about frame 25, we probably don't want this second half of dominoes to move.…So I'll drag a selection rectangle around all of these and…then once again hold down Shift and use a left mouse button and drag across in…the timeline to select all of those keyframes, right-click and choose delete.…
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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