Join Aaron F. Ross for an in-depth discussion in this video Creating a rigid constraint, part of Dynamic Simulations with Bullet Physics in Maya.
…In this chapter, we'll examine bullet rigid body constraints.…And that's a way of limiting the movement of rigid bodies.…For example, the hinge of a door.…When I use this ball, throw it against the door and knock it open.…To begin, let's open up the outliner so…we can see all the objects in the scene listed.…Window outliner.…I want to select the ground plane in the outliner and go up to the Bullet menu and…choose create passive rigid body.…And go in the options.…The body type should be static, and the collider shape type, mesh.…
And click Apply and Close.…Now the ground plane has been made a static body and…the bullet solver note has been created.…Next I'll select the ball, go back up to Bullet menu and…choose create active rigid body options.…The shape type should be sphere because it's a spherical object and…the body type, dynamic.…Click Apply and Close.…I'll dolly back a little bit here and press the Play button.…And we'll see that ball fall to the ground, and…it's falling at the correct speed because I've built the scene at 1/100th scale.…
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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