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Adrian Herbez
purplestatic@yahoo.com
Both particle systems and Cloth are specific instances of Maya'a dynamic system, but they only work with highly
specialized kinds of objects- particles and cloth objects. What if you want to use dynamics to create animtation on your
own carefully-created models? Maya provides for this by allowing any object to be converted into either a soft or a rigid
body, either of which can be affected by the same fields and constraints. The main difference between the two is that soft
bodies deform when they collide with other objects, while rigid bodies do not.
Rigid Bodies
Rigid bodies are objects that do not deform under collisions, and come in two flavors- active and passive. Active rigid
bodies are objects that react to dynamics, such as fields and constraints. Passive rigid bodies allow for collisions with
active rigid bodies.
To create a rigid body, select an object and use the Soft/Rigid Bodies->Create Active Rigid Body or Soft/Rigid Bodies-
>Create Passive Rigid Body commands. You can also create rigid bodies from groups of objects, but be sure to group
them under a single parent beforehand.
Unfortunately, Sub-ds cannot become rigid bodies. To use rigid body effects with sub-Ds, create either a NURBS or poly
version of the given sub-D, make it a rigid body, and parent the sub-D to the non sub-D standin.
You can also convert dynamic animation into traditional keys, which lets you tweak the animation to get exactly the effect
you want. To do that, use Edit->Keys->Bake Simulation. By default, this creates a key each frame which mimicks the
dynamics animation perfectly, but is pretty ungainly. To clean it up, open the graph editor and use the Curves->Simplify
Curve command.
Soft Bodies
When an object is made into a soft body, a particle system is created, with one particle for each vertex (or CV) of the
parent object. This means that fields and collisions can affect the geometry of the object, in much the same way that they
alter the position of particles in a particle obejct. To make an object a soft body, select the object (NURBS surface,
polygons, or a lattice) and use the Soft/Rigid Bodies->Create Soft Body command.
When creating a soft body, it is often useful to select the Duplicate, Make Copy Soft option in the option box, which creates
a copy of the object and makes the copy a soft body, leaving the original object as is. This allows you to turn on the Make
Non-Soft a Goal option.
A note on Goals
A goal is an object that particles seek out and cluster around- the particles try to align themselves with the vertices of the
goal object. A goal object can be any object except a curve on a surface- to create a goal, select the particle object, shift-
select the desired goal object, and use the Particles->Goal command. A given particle system can have more than one
goal object. In that case, the weight value of each goal determines how much it affects the particles. Goal weights can be
animated.