Join Aaron F. Ross for an in-depth discussion in this video Deleting all rigid body nodes, part of Maya Dynamics: Creating Simulations (2012).
We've baked the simulation and now we can be reasonably sure that we will…get reliable playback.…Every time we play the simulation we'll get the same result and we render what we…see is what we will get.…But there's one little piece of garbage collection we need to do here, because…if you notice when I press play it doesn't really play quite in real time and…when I scrub through here, there is just a slight performance hit.…If this were heavier scene it would be more obvious, but sometimes you might…bake the simulation and then try to play it and it's still just as slow as it was before.…
And the solution to this is to actually just blow away all the Rigid Body nodes…and delete them completely.…You could disable Solver Evaluation, but I don't recommend that, because that…state of the Solver Evaluation might get toggled back on again.…It's better to simply just delete all the Rigid Body nodes and just blow it all away.…If we need to we can get back to an earlier version if we just saved before we do this.…
AuthorAaron F. Ross
- Choosing a scale convention
- Laying out the scene
- Modeling proxy objects
- Creating passive and active rigid bodies
- Imparting an initial velocity
- Improving performance
- Applying damping
- Adjusting mass
- Adding a Radial field
- Keying the Active attribute
- Baking the simulation to keyframes
- Creating Hinge and Spring constraints
Skill Level Intermediate
Maya: Particle and Fire Effects (2011)with Aaron F. Ross3h 46m Intermediate
1. Building a Simulation
2. Directing a Simulation
3. Working with Keyframes
4. Applying Dynamic Constraints
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