From the course: Maya: Dynamic Simulations with Bullet Physics

Unlock this course with a free trial

Join today to access over 22,600 courses taught by industry experts.

Creating a rigid constraint

Creating a rigid constraint

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…

Contents