Join Aaron F. Ross for an in-depth discussion in this video Creating dynamic bodies, part of Dynamic Simulations with Bullet Physics in Maya.
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…Let's make the dominoes dynamic.…I'll close the Attribute Editor.…And I want to select all the cubes.…Probably the easiest way to do that is through the Outliner.…I'll select the last cube in the list, and then scroll up to the top.…Hold down Shift and select the first cube.…Now I've got them all selected, as you can see.…And with all those cubes selected, go back into the Bullet menu and…choose Create Active Rigid Body, and go into the options.…And we'll see the Collider Shape Type is Box by default.…And that's fine, because in fact these are boxes.…
If we had a more complex shape then we would want to choose Hull.…And a hull would actually be the convex shape of a particular object.…Basically the bullet solver is not smart enough to deal directly with…concave surfaces like depressions and holes in objects, and…so the hull is a simplified version of the mesh for the purposes of collisions.…In this case of course once again we can choose Box,…because the dominoes are actually just boxes.…And the Body Type we'll leave also at Dynamic Rigid Body.…
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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