Join Aaron F. Ross for an in-depth discussion in this video Using collision filters, part of Dynamic Simulations with Bullet Physics in Maya.
…Our trick of animating the glue is working well for holding these parts together.…However, if we rendered it this way,…we would actually see the cracks between the different shards.…And to prevent that, we would actually want to render the original object in…the period of time which it was falling.…And then, render the shards or the rigid set after the point of impact.…To make that happen, we should probably make the original object a dynamic object…too, so that it falls at the same rate.…
I'll select that original glass object, and make it visible once again,…by typing in a 1.…And turn it into a bullet object.…Go to the Bullet menu and choose Create Active Rigid Body Options.…And the Collider Shape Type should be Cylinder in this case.…And the Body Type Dynamic.…And the Collider Shape Margin once again 0.001, or 1 millimeter.…Click Apply and Close, and now that's been made into a dynamic object.…However if we play this back what will happen is,…it actually collides with the rigid set on the first frame of the simulation and…
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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