Join Aaron F. Ross for an in-depth discussion in this video Creating a rigid set, part of Maya: Dynamic Simulations with Bullet Physics.
…With our Shard effect finished we'll now create the Bullet simulation.…First we need to make the ground plane a Collision object.…So select that ground plane and…go into the Bullet menu and choose Create Passive Rigid Body options.…The body type should be Static and the Collider Shape type we'll make Mesh.…And while were here let's reduce the Collider Shape Margin.…My scene is built at 1/100th scale and the Collider Shape Margin…value of 0.04 equates to 4 centimeters in the 1/100th scale world.…
We want to reduce that down to a millimeter 0.001 and…click Apply and Close.…And now let's create the rigid set for these shards.…Select all the shards, go to the Bullet menu and…choose Create Rigid Set options and let's give it a more descriptive name.…I'll call it Shards Rigid Set, and click Apply and Close.…Once we do that we will see some new things up here in the Outliner.…
We see Shards Rigid Set and that's a set that includes all of our shard objects.…And we'll also see Shards Rigid Sets Solved and that's the end result.…
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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