From the course: Maya: Dynamic Simulations with Bullet Physics

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Creating dynamic bodies

Creating dynamic bodies

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…

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