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Small drops of water building up an atmosphere with a tinge of blue. A washed blue creates the ilusion of distance. Interesting to see that in visual effects i noticed the same process digitaly.

Jason Martine

Introduction to the week Rigid Body Dynamics

Video above given by Jason to coplement the investigation

3 min Extract from 30 minute long1987 film

by the Artists David Weiss and Peter Fischli (Picture right)

Found their work helpfull to my investigation process.

portrait_fischli_weiss-kopie-1920x1527.jpg

The bullet physics engine

Work flow and thechniques for creating rigid body simulations, using the Bullet physics engine.

Fundamental work flows and freamework to setup simulations.

Rigid Body simulations are used when we don't need to deform our simulated geometry

Scene setup

Working with simulations is assential to setup Maya`s folder structure in a proper way avoiding during in the work process. Working with simulations is essential to setup Maya`s folder structure in a proper way avoiding during in the work process.


Setup framerate "accordingly" to what platform or territory the final product is going to be broadcasted.

In Windows/SetPreferences/preferences/Settings/TimeSlider/PlaybackSpeed set to EveryFrame.

Scene scale

In Maya 1 Unit represents 1cm, and simulations 1 unit represents 1m as any simulation works in the real world units. As Jason shows an example of a water simulation following into a cup in Maya, based on cm units, it looks slower if the same event would happen in the real world, and the water has lot of details that would not be possible in a real world water.

The simulation calculates the movement across as square meters unities and it takes longer than just a cm unit.

Setup the software in that way the simulation understands that a cm cup is not a meter cup.

First simulation fix scale

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Plane created and scaled, go to Bullet/ActiveRigidBody/

first in Body/Type select Static/Body , in ColliderShapeBody select MeshStaticOnly - 

Apply and Close

After modeling the Dominos, select Itall then go to VFX/Bullet/ ActiveRigidBody, reset settings and set BodyType to Dynamic Rigid Body, ColliderShapaType to Box  and ColliderShapeMargin to 0.0010 -

Applay and Close

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Screenshot 2022-11-19 08-39-21.png

With the first domino selected go to AtribuiteEditor, under the BulletRigidBodyShape set inicial velocity under inicial conditions box. In this case was set to 2 

As shows the image on the right, in Outliner select BullerSolver, go to AtributeEditor under the box BulletSolverShape BasicFields, multiply the number by 100.  by defalt is -9.8 x by 100 is -980 aligning Maya with the simulation.

Need also to Change the InternalFixedFrameRate to 240Hz at Solver/Properties

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With all Domino selected, in ChannelBox, incrise Mass to 0.009 as  it shows the image.

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Inicial velocity to 25

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Task final result

links and videos given by Jason to coplement the investigation for the simulations in the week coming

NCLOTH

NCloth SetUp

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Screenshot 2023-01-17 06-29-05.png
Screenshot 2023-01-17 06-35-04.png

NCLOTH

Making a Flag

Screenshot 2023-01-17 07-03-55.png
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Screenshot 2023-01-17 07-07-00.png
Screenshot 2023-01-17 07-07-49.png

NCLOTH

Flag Forces

Screenshot 2023-01-17 07-39-09.png
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Screenshot 2023-01-17 07-40-34.png
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NCLOTH

Clothes

Screenshot 2023-01-17 07-58-57.png
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Bifrost

Basics

Screenshot 2023-01-17 13-57-36.png
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Bifrost

INSTALLING COMPOUNDS

Screenshot 2023-01-18 12-15-13.png
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Screenshot 2023-01-18 12-18-36 (2).png

Bifrost

BASIC PARTICLE SETTINGS

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Screenshot 2023-01-18 12-37-53.png
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Bifrost

COLOUR PROPERTY

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Bifrost

Fluids

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assignment 1 

Artefact destruction 

1. Bifrost plugin installed and loaded.png
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9 in VFX go to bullet, ActiveRigidBody and click in the box.png
10 and then ResetSettings .png
11 set TheColiderShape to AutoCompound in this case as it is an unic shape  .png
12  then Apply it.png
14Select the Shain, pressing D lullup the cursor .png
15 and then rotate it..png
16 change Mass in channelBox to 0 to stop the simulation in the selected area.png
18Modeled the Jenga blocks and replace it the same way of the reference video.png
19 same before, in fx go to Bullet, ActiveRigidBudy, reset setting and selec box as the Co
20 pPlane selected in Bullet opened the PassiveRigidBody and .png
21 with the ColliderShapeType set to Box and BodyType as StaicBody Applyed and close .png
21a .png

assignment 1 Final

Artefact destruction

assignment 1 

Cloth 

1 added subdivisons to the cloth.png
2  in VX at the nCloth tab create ncloth.png
Building the table referent my house footage.png
Screenshot 2022-11-17 21-31-56.png
Screenshot 2022-11-17 21-49-24.png

assignment 1 Final

Cloth

assignment 2

Environmental Effects, Three Scenarios

Natural

Screenshot 2023-01-27 08-47-08.png
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Reference Video

Final Natural + CSI + Fantasy 

Fantasy

Screenshot 2023-01-30 11-25-30.png
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Screenshot 2023-01-30 21-47-38.png

Reference Video

Screenshot 2023-01-30 22-14-07.png

Final Natural + CSI + Fantasy 

assignment 1 Finals

Artefact destruction and cloth

assignment 2
Finals

Environmental Effects, Three Scenarios.

Video + Audio   (Lower res)

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