Join Aaron F. Ross for an in-depth discussion in this video Controlling playback speed, part of Dynamic Simulations with Bullet Physics in Maya.
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When working with any form of animation, dynamics included, it's very important that we know how fast the timeline is playing back. Otherwise when we render or export the animation, we may get an unpleasant surprise. It may play back faster or slower than what we saw in Maya. I've currently got 600 frames in my timeline. And when I press play, it only takes two or three seconds to play those 600 frames. My time base is currently the default 24 frames per second. And at that frame rate it would take 25 seconds to play back 600 frames.
So, clearly the Mya timeline is playing back faster than real time speed. In order to verify this, we can enable the frame rate, go into display, heads up display, frame rate, and then play the animation. You'll see that we're getting, in my case, almost 400 frames per second. To constrain that to real time, what we need to do is right click on the time line and choose play back speed. Play every frame max real time. We do want to choose that option rather than the real time option.
Because, if we chose real time, then Maya would skip frames in the time line in order to maintain an overall frame rate. But if frames were skipped in the timeline, that would cause the dynamics information to break. Therefore, we need to choose play every frame max real time. So, in a heavy scene, the timeline will run more slowly. And in a lightweight scene, like this one, which there's nothing happening. It will never exceed the current time base. Play that back, and you'll see we're getting 24 frames per second now.
- 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