Join Aaron F. Ross for an in-depth discussion in this video Keyframing visibility, part of Dynamic Simulations with Bullet Physics in Maya.
…To substitute the objects we'll keyframe their visibility.…We want the glass mesh original to be visible before the impact, and…we want the shard rigid set solved to be visible after the impact.…On frame zero, I'll select glass mesh original.…And key its visibility on.…Select visibility and choose channels, key selected.…and the chars rigid set solved, set the visibility to zero or off.…Select the name, choose channels,…key selected, and then we'll just go down one frame at a time.…
Until frame 15 in this case is when I want that transition to happen.…And on frame 15 with…ShardsRigidSetSolve still selected, I'll turn visibility on.…And don't be alarmed by the way you can still see it even though it…says visibility off.…If we rendered this right now it wouldn't show up.…There's just no way for us to actually hide it in the view port.…But it won't be visible for the purposes of rendering.…So go ahead and set this to visibility of one or on.…
Select the name and then key selected.…And then go back to glass mesh original.…
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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