Join Aaron F. Ross for an in-depth discussion in this video Moving the center of mass, part of Maya Dynamics: Creating Simulations (2012).
Let's look at center of mass.…Center of mass is kind of like a pivot point, in as much as it's the point…around which Transforms are calculated.…For ordinary animation hierarchy, the pivot point is the location around which…that object will move, rotate, and scale.…For dynamic objects, the center of mass serves the same function.…It's basically the balance point around which an object will revolve and move.…I haven't changed the center of mass for any of the objects in my…simulation just yet.…
So I'll get in a little closer on one of these low-res pins here and if I hit…the 4 key, I can look at the wireframe and you can see that little x in there,…that's the center of mass.…And it's located by default sort of at the average of all of the vertices on the object.…Sort of like if you would use Center Pivot command, it would move your pivot to…that average location of all the vertices.…And with the default location for the center of mass, my objects will behave…more or less accurately.…
If I for example rotate my bowling pin, so that's off kilter a little bit, hit…
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
1. Building a Simulation
2. Directing a Simulation
3. Working with Keyframes
4. Applying Dynamic Constraints
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