In Maya, a rigid body is
a surface which has the attributes of an unyielding shape. Unlike
conventional computer surfaces, rigid bodies collide rather than
pass through each other during animation and are used for creating dynamic
simulations. As well, rigid surfaces do not deform when they collide with
other objects in Maya.
Rigid bodies can be created
from polygonal or NURBS surfaces. Rigid body attributes can be assigned
to the surfaces so they act and react in a simulation in specific
ways. Examples of rigid body attributes are velocity, mass, and bounce.
To animate rigid body
motion, you can use fields, keyframes, expressions, rigid body constraints,
or collisions with particles or other rigid bodies.
Rigid body constraints restrict
the motion of rigid bodies. The constraints simulate the behavior
of real-world items you’re familiar with, such as pins, nails, barriers,
hinges, and springs.
In this lesson, you create
a rigid body dynamic simulation in which you drop a ball on some
planks and watch the simulation in action. In this lesson you learn
- Create objects with physical properties.
- Apply hinge constraints to objects so
they react in specific ways.
- Set attributes for the rigid bodies to
be either active or passive for the simulation.
- Play back a rigid body dynamic simulation.