Join Aaron F. Ross for an in-depth discussion in this video Holding set members together with glue, part of Dynamic Simulations with Bullet Physics in Maya.
…At this point we do have a rigid set, but it looks like it's still exploding.…We need hold all those parts together.…Let's go ahead and select the rigid set initial state node once again.…There's yet another way to get at it.…We can select the bullet solver and go to the Attribute Editor control A.…And from here we can select the initial state tab.…We can get at the attributes from here.…What we want to play around with are the collision attributes here.…Specifically, the first thing we need to do is change the shape type…from Box to Hull.…
And once we do that we should see a better result because even though we had set…the collision shape margin down to zero, if they collision type is Box, then…they're still overlapping and that causes them to explode away from one another.…Okay, now the next thing we want to do is give it some glue and…hold the parts together.…And we will find that in the initial condition section here.…So Initial Conditions and you'll see Glue Shapes and we can turn Glue Shapes on.…
If you wanted to play back and you'll see us now holding together.…
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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