Join Aaron F. Ross for an in-depth discussion in this video Creating a static body, part of Dynamic Simulations with Bullet Physics in Maya.
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…With our scale and playback options established,…now we're ready to begin creating our bullet simulation.…Let's start with this ground plane.…It's not going to move during the simulation, and for that reason it…doesn't need to be fully dynamic, and we can make it a passive rigid body.…Select the ground plane and go into the Bullet menu and…choose Create Passive Rigid Body and go to the option box for that.…Here we have two important properties, the Collider Shape Type and the Body Type.…The Collider Shape Type is the shape of the object for purposes of collisions.…
So you can see that we could choose from these primitives,.…For example, Plane.…However, for best results we would probably want to choose Mesh because it's…going to be the most accurate.…Well you'll see that it's greyed out here.…The Mesh Collider Shape Type is only available for…a specific type of body and that's a static rigid body.…So to access that we'll need to go down into a Body Type here and choose Static.…You'll also see Kinematic and Dynamic.…
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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