Join Ellery Connell for an in-depth discussion in this video Understanding dynamics, part of Dynamics and Particles in MODO.
Animation of natural phenomenon like gravity, collusion and cloth can be very difficult to achieve manually. Dynamics refer to the simulation of physics, and in Modo there's a dynamics engine that allows you to simulate natural phenomena like physics. In this simple scene, you can see that there are several items, there's a ball up at the top. Several ramps going downwards, a plane on the ground and then a series of dominos. The last one's red and another plane down lower. This scene breaks down into several relatively simple parts and shows some of the physics properties available inside of Modo.
If we press the Play button you'll see that the ball rolls down the ramps, hits the dominos, and then knocks the last couple of dominos down into a cloth that's hanging underneath. Modo has several kinds of dynamic objects. There active rigid bodies, this should be something like this sphere or the dominos. It's an object that is acted upon by physics where you can set the initial position, but once it's set and the animation begins, all the animation is simply based off of physical properties. There are compound rigid bodies. Which is very similar to active rigid bodies, but those can also contain glue that will hold them together.
And then when a force is applied, they'll break apart. Passive rigid bodies would be things like the plane or the ramps. These are objects that will collide with the active bodies, but you can still key frame manually. So, you can have the benefit of mixing both key frame animation with physics animation. Soft bodies would be things like this cloth that's hanging underneath. Notice that even though it's a simple plane at the beginning, it's still made up of many more polygons than the plane that's holding the dominos. That's because in order to be a soft body, it needs to have polygons with which to deform.
So if there aren't enough polygons. Soft bodies tend to appear relatively chunky and don't get a good result. So you need to subdivide these relatively heavily in order to get the effect of soft bodies. The last thing that you can see here, are anchors. And anchors allow you to attach soft bodies to rigid bodies. This can be great for simulating objects that need to move around. Based off of attachment to other objects. For example, you could do something like add anchors to attach cloth to a character, then when the character moves around. The areas of the cloth that are anchored would go with the character, and the other areas of the cloth would react naturally.
You can also constrain objects together with a number of different constraints. And you can also add forces that help add natural phenomena like wind and turbulence around your objects. Animating with Dynamics makes it possible to accurately simulate animation of physical properties in Modo.
- Creating rigid and soft bodies
- Using compound bodies
- Modifying physics with forces
- Using static particles
- Creating advanced particle emitters
- Modifying and sculpting particles