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- 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
- [Voiceover] Welcome to Creating Simulations in Maya Dynamics. My name is Aaron F. Ross. In this course, we'll be looking specifically at Maya's rigid body dynamics system. This is a physics engine built into Maya. It can save you a lot of time when animating collisions and other phenomena that would be too difficult or time-consuming to keyframe by hand. In this course, we will cover the following topics: understanding the importance of scale, generating physically accurate simulations, working with gravity and other forces, known as fields, adjusting physical properties, such as friction and bounce, baking a simulation to editable keyframes, and applying constraints to connect and limit the behavior of dynamic objects.
Let's take a look at what Maya Dynamics can do for us.