Simulation Techniques

Learning bullet Physics
Bullet physics is a PlugIn In Maya. It can be used to create ridged or softbody collisions. You can apply it to an object to create a wall break for example.You can access the Plugin from the pug in menu. Here is an example of my work:

https://www.youtube.com/watch?v=ar0bs5eiJR0

Here I have created a wall from primitives and then I have applied a ridged body to it from the bullet pugin menu . When I created the wall I made sure that the bricks were close together but not touching as this will effect the simulation. In the options menu I made sure the wall was sleeping to begin with then I set the thresholds for the glue and mass. The glue tells bullet how much the bricks should stick together when they break. The mass tells bullet how heavy the bricks are. Adjusting these elements effects how the bricks break. In order for the bricks to break there has to be a force. In my example this was the ball. Again I applied a ridged body to the sphere. Then I applied a force of -50 in the X xis. This allowed the sphere to travel through the air.

I feel this technique was successful, I managed to create the simulation and apply the correct forces to make the ball crash into the wall. The next stage would be to apply this technique to a scene and add more simulations such as dust to create a realistic feel.

Learning Ncloth simulation. 
   
Rigid sets using Ncloth

 https://www.youtube.com/watch?v=g9K3gJIK1wg

This sequence was created using Ncloth in Maya. I used the pen tool to create the voroni effect on the plane. I created the effect all over the plane to give the impression of breaking glass, then I created impact points where the limbs of the character hit the plane first. I then de-attached the shapes I made in the plane and extruded the plane to create a thickness ready for the nCloth simulation. Once the nCloth simulation was applied and I played the simulation in the viewport the glass/plane shattered to the ground. However I wanted the glass to stay in place as the animation was going to fall through it.To do this I applied a transform constrain to the plane. This allowed the animation to smash through the glass with out all the glass falling to the ground. 




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