Join Aaron F. Ross for an in-depth discussion in this video Pushing an active body with Impulse, part of Maya Dynamics: Creating Simulations (2012).
Really commonly with Dynamic Simulations you want to have some particular effect…happen at a specific time.…For example, maybe I want this bowling ball to fly across the lane at a later…point in time, not on Frame 1…And additionally, maybe I want the ball actually dropped to the floor and then roll across.…Currently now it's just flying across the screen on Frame 1.…Because if you remember from earlier chapters what we did was for the Rigid Body…node on that ball, we set an Initial Velocity.…
Those Initial Velocities are applied on the first frame of the simulation.…And the first frame is determined by the global settings in the Rigid Body…Solver node and of course the default is just to start on Frame 1.…If I want the ball to drop and then fly across the space, I can't do that…with Initial Velocity.…What I'll do now is I'll just select those three attribute values and type in a…0, press Enter and disable the Initial Velocity. I want to make sure before I…create any keyframes that my Evaluation of Rigid Bodies is disabled; I turn that off.…
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
Maya: Particle and Fire Effects (2011)with Aaron F. Ross3h 46m Intermediate
1. Building a Simulation
2. Directing a Simulation
3. Working with Keyframes
4. Applying Dynamic Constraints
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