Also, the website that made this tutorial, Studiofourmedia, has some other really cool Maya tutorials on their site. Some of them require purchasing to view, but the free ones are still in-depth and very informative.
Showing posts with label physics engine. Show all posts
Showing posts with label physics engine. Show all posts
Wednesday, April 27, 2016
Animation Using Physics in Maya
I wish we spent more time in this course learning about Maya and all the things you can do with it. I understand that Maya wasn't the primary focus of the course (that's what COMP 290 is for (and it's being offered this coming Fall, if anyone's looking for a couple more credits in their schedule (shameless plug))), but I definitely wanted to incorporate it into my third project somehow. I found this really cool tutorial that describes how to use gravity fields and various other variables to create a simulation of a Newton's Cradle, which I used as part of my project. I figured I'd share it here, just to give a small look at Maya's physics engine. This is probably one of the least complicated tutorials for dynamic animation in Maya I've seen. Most of them are 30+ minutes.
Also, the website that made this tutorial, Studiofourmedia, has some other really cool Maya tutorials on their site. Some of them require purchasing to view, but the free ones are still in-depth and very informative.
Also, the website that made this tutorial, Studiofourmedia, has some other really cool Maya tutorials on their site. Some of them require purchasing to view, but the free ones are still in-depth and very informative.
Labels:
3d modeling
,
Maya
,
newton's cradle
,
physics engine
,
studiofourmedia
Sunday, November 20, 2011
Physics Simulation
A physics engine is a computer software that provides a simulation of certain physical systems such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics.
This being said, each physics engine usually falls into one of two categories: real-time (uses simple calculations and decreased accuracy to compute in time for the game to respond at an appropriate rate for game play, usually used in video games and other forms of interactive computing)
and high-precision (calculate very precise physics used by scientists and computer animated movies, require more processing power).
There are limitations to a simulation involving physics. Physics engine realism is the precision of numbers representing the position of and forces acting upon objects. When precision is too low, rounding errors effect results and small fluctuations not modeled in the simulation can drastically change the predicted results, simulated objects can behave unexpectedly or arrive at the wrong location.
Done correctly however, the physics engine can yield amazing results. Below the creator applied the physics engine to the blender effect to cause the buildings to collapse.
This being said, each physics engine usually falls into one of two categories: real-time (uses simple calculations and decreased accuracy to compute in time for the game to respond at an appropriate rate for game play, usually used in video games and other forms of interactive computing)
and high-precision (calculate very precise physics used by scientists and computer animated movies, require more processing power).
There are limitations to a simulation involving physics. Physics engine realism is the precision of numbers representing the position of and forces acting upon objects. When precision is too low, rounding errors effect results and small fluctuations not modeled in the simulation can drastically change the predicted results, simulated objects can behave unexpectedly or arrive at the wrong location.
Done correctly however, the physics engine can yield amazing results. Below the creator applied the physics engine to the blender effect to cause the buildings to collapse.
Labels:
blender
,
high-precision physics
,
physics engine
,
real-time physics
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