Join Aaron F. Ross for an in-depth discussion in this video Keying the rigid body type, part of Dynamic Simulations with Bullet Physics in Maya.
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…At this point we've created our hand animation, you've got just six frames of…animation on that ball, and we want the bullet solver to take over.…So that the ball will continue to move under the force of gravity.…I'll select the ball, go over to the channel box, scroll down and…we're looking for the body type.…And it's currently set to kinematic.…Select the name, body type, and choose Channels > Key Selected.…And then go down to frame six,…the same frame in which we have our final key frame.…
And change the body type over to dynamic.…And then select the name, body type, and…once again, choose Channels > Key Selected.…Rewind and play it back, and we can see that in fact the Bullet Solver takes over.…All we need to do now is to select the Ground Plain and…choose Bullet < Create Passive Ridged Body Options,…the Body Type we'll make static and the Collider Shape type, mesh.…Click Apply and close.…And now we've got a dynamic simulation that started from a hand key…framed animation…
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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