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Maya: Dynamic Simulations with Bullet Physics

Maya: Dynamic Simulations with Bullet Physics

1h 36mAdvanced2014-10-16

Authors

Aaron F. Ross

Aaron F. Ross

3D Expert, Video Producer, and Teacher

Course details

Visual effects designers and video game artists often need to animate complex scenes containing physical simulations. The Bullet dynamics solver, an open-source physics engine, is a great solution, and it replaces Maya's legacy rigid-body and soft-body toolsets. Fast and efficient, Bullet is highly optimized and integrated into the existing Maya toolset. In this course, Aaron F. Ross shows how to set up and direct Bullet simulations for collisions, breakage, and simple cloth effects. Learn how to create simulations with polygon objects; work with dynamic and passive rigid bodies; integrate dynamics with keyframes, constraints, and soft bodies; and use rigid sets to create breakage simulations. Aaron will also show how to leverage Alembic data for faster baking, caching, and importing and exporting.

Learning objectives
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

Skills covered

Maya3D AnimationRenderingMotion Graphics and VFXAutodesk3D ModelingProjectVisualization and Real-TimeAECProduct and ManufacturingAnimation and Illustration

Concepts

0. Introduction

  • 01 - Welcome
  • 02 - Using the exercise files
  • 03 - Loading the Bullet plugins

1. Bullet Rigid Body Dynamics

  • 04 - Adopting a scale convention
  • 05 - Setting the playback range
  • 06 - Controlling playback speed
  • 07 - Creating a static body
  • 08 - Creating dynamic bodies
  • 09 - Setting initial velocity
  • 10 - Adjusting solver attributes

2. Integrating Keyframes with Dynamics

  • 11 - Keyframing gravity
  • 12 - Keyframing transforms with Bake Simulation
  • 13 - Cleaning up keyframes
  • 14 - Animating transforms with keyframes
  • 15 - Keying the rigid body type
  • 16 - Adjusting bounce and friction

3. Bullet Rigid Body Constraints

  • 17 - Creating a rigid constraint
  • 18 - Transforming the constraint
  • 19 - Defining Friction, Restitution, and Mass
  • 20 - Setting constraint limits
  • 21 - Setting limit properties

4. Bullet Rigid Sets

  • 22 - Using the shatter effect
  • 23 - Creating a rigid set
  • 24 - Holding set members together with glue
  • 25 - Using collision filters
  • 26 - Keyframing visibility
  • 27 - Slowing motion with damping
  • 28 - Caching with Alembic

5. Bullet Soft Body Dynamics

  • 29 - Creating a soft body
  • 30 - Constraining with soft body anchors
  • 31 - Adjusting soft body properties
  • 32 - Adding wind
  • 33 - Caching soft body animation with Alembic
  • 34 - Inflating a soft body with Pressure

Conclusion

  • 35 - Goodbye

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