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When using rigid body dynamics, much could go wrong that would produce unwanted results or errors that could affect the performance or accuracy of the simulation This is especially true for an animation dealing with collisions Following is a short list of items to check on or set up prior to running the simulation Make sure surface normals are facing in the correct direction Collisions occur only between normals that are facing each other You will get unpredictable results and even interpenetration errors if the geometry has not been set up correctly Set proper tessellation or use stand-in objects Because Maya uses polygonal facets to calculate collisions, it is important that you make sure that the correct tessellation occurs while using NURBS geometry While rigid body tessellation attributes are available, it is recommended that you use polygonal geometry when performing rigid body simulations This gives you precise control over the position of the faces, and you can build more efficient geometry for better performance Primitive stand-in objects can be chosen from the rigid body attributes or higher-resolution geometry, including NURBS, can be constrained to the rigid bodies during simulation and used at render time Play every frame In the Animation Preferences window, make sure that the Playback Speed is set to Play Every Frame When running a dynamic simulation, the positions and orientations of any dynamic object are calculated based on the position and orientation values from the previous frame It is therefore very important that each frame be calculated; otherwise, the resulting simulation that is output at render time may be very different from the simulation previewed in the view windows Use the hardware renderer or Playblast to test the animations in real time Create a run-up Objects that sit on top of one another or touch at the beginning of an animation should be allowed to settle before the first actual needed frame of the animation In other words, if the rigid body objects in a scene need to be still at frame 1, you may need to start the simulation 20 frames before that This concept is known as a run-up If, for example, you had a stack of rigid body boxes with gravity pulling them down, the boxes should be set up so that they are not touching at the first frame Leave extra frames at the beginning of the animation so that the boxes have time to settle Alternatively, you can set up the scene, play the animation until the objects settle, and then choose Solvers | Initial State | Set for Selected When the animation is reset to the first frame, the objects will remain in this settled position Use the rigid solver to fine-tune rigid body simulations Once a rigid body is created in a scene, a rigid solver is also created This provides a global method of controlling certain attributes related to the rigid bodies in the scene (See Figure 24-3 for the rigidSolver node s attributes) In addition to being able to turn off the calculation states, such as collisions, friction, bounciness, and other states, you can also specify the number of times that Maya checks for.



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collisions per frame In many cases, an object might be moving so fast that the actual collision with another object happens between frames By default, Maya checks for collisions about three times per frame, but that may not be often enough for some animations Decreasing the Step Size attribute in the rigidSolver node will fix this Cache data before time scrubbing Since dynamics are calculated based on the previous frame, scrubbing through the timeline will produce unpredictable results and even errors If you need to scrub through the animation, you can use the Cache Data option in the rigidSolver node attributes to cache the data When turned on, the animation is played through with every frame and cached as it goes Any of the cached frames can then be scrubbed through If changes are made to the simulation, however, the cache must be deleted before the results can be viewed This is done by clicking the Delete button under the check box to turn on the cache data in the Attribute Editor FIGURE 24-3 Rigid Solver attributes

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In this tutorial we will use rigid bodies to set up a simple dynamic simulation of a bowling ball knocking over some pins The ball and the pins will be active rigid bodies with a Gravity field, and the floor will be a passive rigid body Throughout the tutorial, we will experiment with changing certain attributes and watching the effect they have on the simulation We will start with the Bowling_Startmb scene on the DVD This scene has been set up to include all of the geometry needed for the example You will notice that each of the pRigidPin objects has a NURBS object constrained to it The NURBS objects have all been placed in the display layer called NURBS pins The visibility of this layer has been turned off This setup lets you use these polygonal, low-resolution pins as the rigid bodies and then hide them at render time, giving you precise control over the collisions and saving calculation time since the NURBS objects do not have to be tessellated at run time

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