Join Aaron F. Ross for an in-depth discussion in this video Keyframing gravity, part of Dynamic Simulations with Bullet Physics in Maya.
…In this chapter, we'll look at keyframing in combination with dynamics.…And the first thing I want to show you is how to resolve an issue here.…When I press play,…you will see that although the dominos all fall over just fine.…After they're supposed to have settled down,…they're still kind of moving around and even jumping up and down a bit.…The reason this is happening is because we have a very high gravity of 980.…That was necessary for…this particular scene, because it was modeled at one to one scale.…
And this does highlight some of the issues that you…may encounter when modeling objects that are not at a 1, 100 scale.…However, we can resolve this.…All we have to do is keyframe the gravity in the bullet solver node.…I'll play it back until all of the dominos have fallen and…here around frame 70 or so.…I'll select bullet solver node in the Outliner and keyframe the gravity.…Select Gravity Y.…And then in the Channels menu, choose Channels Key Selected.…
And we've got a keyframe here now in the timeline.…
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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