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Trinity Animation, Inc. :: Browse by Manufacturer :: Digital Tutors :: Fundamentals of Maya Dynamics: Soft / Rigid Bodies

 Fundamentals of Maya Dynamics: Soft / Rigid Bodies
Fundamentals of Maya Dynamics: Soft / Rigid Bodies 
Fundamentals of Maya Dynamics: Soft / Rigid Bodies

"Fundamentals of Maya Dynamics: Soft and Rigid Bodies" provides users with fundamental techniques, diverse interactive projects, time-saving concepts, and valuable tools that will greatly enhance the user's productivity and as well as accurately automate and create effects often difficult to emulate. "Fundamentals of Maya Dynamics: Soft and Rigid Bodies" features comprehensive training on creating rigid-body dynamics, applying constraints, shatter, lattices, goals, adding springs, creating soft-body dynamics, active and passive rigid bodies, active and passive keys, determining initial states, setting static and dynamic friction, damping, mass, bounciness, and an array of additional methods and interactive projects all presented in a clear and easy-to-follow format.

Fundamentals of Maya Dynamics: Soft / Rigid Bodies Introduction to Rigid Bodies

This lesson explores how to use rigid body simulations in your projects.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Initial Velocity and Impulse Attributes

We will teach you how to use the rigid body attributes to control the objects' behaviors under simulation.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Mass, Friction, Damping and Collision Layers

These attributes will control the overall feel of how the objects react with other objects.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Integrating Particles with Rigid Body Simulations

The rigid body node has a built-in feature that will allow particles to move rigid body objects. This will allow you to create things like water wheels.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Nail Constraint

This is the first of five constraints we will cover. The nail constraint is great for objects that need to swing or stay in place.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Pin Constraint

This lesson will teach you how to use the pin constraint to create an object hanging from a character's necklace. We will also teach you how to create a collision object from a skinned character.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Hinge Constraint

Hinges can be used for doors or trailers that are pulled on trucks. They are also great for wrecking balls!
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Spring Constraint

The great thing about springs in Maya is that they react and act just like springs in the real world. This is the first part of a two part lesson to create a launch pad that sends a rigid body up into the air.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Bonus: Creating Rails for the Launch Pad

To control how the springs react with the launch pad that we built the previous step, we will build guides for the launch pad to move against.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Barrier Constraints

Barriers can save you lots of time when working with collisions, especially when you have collisions going on in the background.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Keying Active / Passive Attributes

Sometimes you need to control when a rigid body is acting as an active or a passive body. You can key the attribute or you can use the pull down menu included in the Rigid / Soft Body menu.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Solvers (part 1)

The rigid body solver is the heart of the simulation system in Maya. This lesson will cover how to set initial states, step sizes, collision tolerance and start times.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Solvers (part 2)

There are different methods you can use to solve your simulations, as well as globally turn on/off solver states. This lesson will cover how to get started using the attributes in the solver node.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Creating New Rigid Body Solvers

One of the fastest ways to increase the simulation time is to divide up the simulated objects into different rigid solvers. We include a MEL command to speed up switching to a new solver.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Baking Simulations

To use motion blur or render on a render farm, you will need to remove all of the simulation data from the scene. To make the system a bit more efficient, bake the simulations into keyframes.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Introduction to Soft Bodies

Learning how to use soft bodies is a balancing act. You will need to know how particles and simulations work to take a full advantage of this incredible feature.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Using Goals and Soft Bodies

To hold the shape of a soft body object when it is simulated, we can leverage the power of goals as the ?memory? for a soft object to revert to as it is simulated.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Using the Paint Weight Tools

Thanks to the Artisan integration, we can use the paint tools to paint the goal weight information directly onto the surface. We will show you how to make an accurate view by using min/max values.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Using Springs and Over-sampling

Springs will give your soft bodies the ability to move neighboring particles when one moves. This will create smooth rippling effects in your objects.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Using Lattices in Soft Body Simulations

Often times your objects are too dense or complex to become soft bodies. In that case you can use lattices to deform the surfaces and make the lattice a soft body.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Adding Soft Bodies to Rigged Characters

We'll teach you how to add secondary soft body simulations to a rigged and animated character. This is often the workflow to add the secondary movement.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Caching the Soft Body Particles

Just like for rigid bodies, you will need to prepare your files to be rendered if you are using a render farm or if you want to use motion blur.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Using Fluids to Move Rigid Bodies

This bonus lesson requires Maya Unlimited and will show you how to use a 2D fluid container to move a rigid object.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Using a 3D Container to Move Soft Bodies

This bonus lesson requires Maya Unlimited and will show you how to move a soft body surface using the fluids emitted from a 3D emitter.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Snow (part 1): Working with Soft Surfaces Like Snow

In this lesson we will throw a snow ball to the ground and push it in the snow. This would be a similar technique for sand, mud or any other soft surface.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Snow (part 2): Making the Roof Snow Soft

To pull off this effect, we can turn the snow on the roof into a soft surface, so when the large snow ball rolls off the roof it leaves a trail.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Snow (part 3): Adding Tire Tracks

If you can't simulate the object hitting the snow, you can always hand animate it, much like a character walking in the snow. This lesson will teach you how to create hand animated tire tracks.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Shatter Effect Overview

Using the shatter effect to break up the objects can save you lots of time. Instead of breaking apart an object by hand, you can automate the process with a built-in script.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Using Dynamics to Shatter a Glass

We will use shatter to break apart a glass, but we will use some of the added features to connect it to a rigid body solver.
Fundamentals of Maya Dynamics: Soft / Rigid Bodies Creating a Domino Simulation

This lesson will cover the process of setting up domino pieces and getting them ready for animation. We will then adjust properties to make a realistic simulation of falling dominos.

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03/18/2008

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