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Expertrating - MAYA Tutorial, Dynamics and Special Effects01
Expertrating - MAYA Tutorial, Dynamics and Special Effects01
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Any polygonal or NURBS object can be made into a soft body .You usually make an object
soft with Bodies > Create Soft Body> option box, and then determine whether the object
simply becomes soft or is duplicated to keep the original object as a goal. Normally, you
choose the latter method so that the soft body tries to configure itself back to the shape
of the original object. In either case, the object is then soft, but doesn't collide with other
objects in the same manner as with rigid-body dynamics.
Make Soft
Adding Springs
When the object must be more resilient than a soft cloth, you can add the Springs
attribute to give the object a kind of support structure. This attribute creates a virtual
spring object between each particle. Wire Walk Length setting. parameter connects
springs not only between a particle and its neighbor, but also the neighbor's neighbor,
and so forth. The default setting is 2.
Objects that interact can be active or passive. Passive objects, although they can be
keyframe-animated, remain stationary; they can cause collisions but aren't affected by
them. Objects that are going to react to collisions must be set to active. You can switch
an active object to passive and vice versa by setting the Active attribute in the Channel
Box to on or off.
You can set values for Initial Velocity and Initial Spin for active objects .
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Expertrating - MAYA Tutorial, Dynamics and Special Effects http://www.expertrating.com/courseware/MayaCourse/MAYA-Dynamics...
All Online Courses The following fields are included with Maya:
Air An air field simulates the effects of moving air. The objects you connect to the
air field accelerate or decelerate so their velocities match that of the air as the
animation plays. A "push" type of field, it comes with presets for Wind, Wake, and
Fan.
Drag a field that slows the momentum over time of objects within its reach. A drag
field exerts a friction or braking force on an object that's animated with dynamic
motion.
Gravity The most commonly used field, it causes objects to move and accelerate in
a given direction. You can limit its reach to create localized gravity fields. It
simulates the Earth's gravitational force.
Radial A radial field pushes objects away or pulls them toward itself, like a
magnet. Like the Newton field, but it doesn't take mass into account. It can be set
to diminish with distance, as with the Gravity and Air fields, and it can be set to
push or pull.
Uniform A field that pushes objects in a specified direction. Like the Gravity field,
but without the progressive acceleration that Gravity includes.
Vortex A kind of rotating gravity, the Vortex field pulls objects in a spiraling
motion that's centered on the field's icon. Often used to create galaxies, whirlpools,
or tornados with particle systems.
Volume Axis A complex field that lets you specify a volume shape (cube, sphere,
cylinder, cone, or torus) and then create effects that work within the shape. You
can use the Volume axis field to create effects such as particles flowing around
obstacles ,solar flares, mushroom clouds, explosions, tornadoes, and rocket
exhaust.
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Partiles
Particles can be particularly helpful when you want to create and animate dozens,
hundreds, or thousands of similar objects that vary slightly in their geometry or
animation. You can also use Maya's Dynamics mode to simulate reality in how objects
behave—for example, animating the way bowling pins react when struck with a bowling
ball. Another feature in Maya's Dynamics mode is the ability to create "soft-body" effects,
in which objects deform as though they were made from rubber or gelatin. Dynamics and
particles—work together to create animation. With rigid-body dynamics, the idea is to
simulate physics so that objects collide with each other and deflect. With soft-body
dynamics, objects change (deform) as a result of their collisions. With particles, you can
easily control the animation of large numbers of objects.
A Particle object is a collection of particles that share the same attribute. In maya ,
Particles are points you display as dots, streaks, spheres, blobby, surfaces etc. You can
animate the display and movement of particles with various methods, for instance, Keys,
expressions, and field such as gravity. Particles are ideal for animating difficult effects,
such as explosions, swarms of bees, and galaxies of stars.In maya, we use particles for
creating special effects.
Creating Particles
To create particles in your scene, you can use drawn particles or particle emitters. To
paint particles in your scene, choose Particles > Particle Tool > option box. Another
method called Particle Grid is available, which you use to define the corners of a 2D
rectangle that's filled with particles. Particle grids can be helpful for visualizing the effect
of fields as you create them.
In Maya, the source that particles emanate from can be many things.
Point - omni An emitter that sprays particles from a point in all directions.
Point - directional An emitter that sprays particles in a linear or conical direction from a
point.
Volume Particles are created from multiple points within a defined volume, which can be
a cube, sphere, cylinder, cone, or torus.
Surface You can define one of your scene's NURBS or polygon objects to create particles
from its surface.
Set the position, velocity or acceleration attributes of particles. You can set keys to
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Apply fields , such as gravity to particles.
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Turn geometry into a collision object and bounce particles off it.
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Make the particles follow a moving goal object.
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Particle Types
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In Maya, there are two types of particles: hardware rendered and software rendered.
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Certification Rendering Editors >Hardware Render Buffer), because the particles don't appear in the
normal software render.
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The Hardware Render Buffer has an option for masking any particles that fall behind scene
Six Sigma Green Belt objects. Another issue is that, by default, hardware rendering looks jagged . Maya handles
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Lean Six Sigma Certification Hardware-Rendered Particles
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Point The default particle type, designed to render as a spot. You use the render settings
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Type attributes.
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Pilates Certification Multipoint Like the Point particle type, but creates clusters of points to get a denser,
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clumpier appearance.You can use this render type to create dust, cluds,most or other
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particles are stationary or moving slowly, you won't see the particles.
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Multistreak Like the Streak particle type, but creates clusters of streaks to get a denser
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small rectangle until you map a texture image to it .
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Spheres These are three-dimensional spheres and render type displays particles as
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Numeric This particle type displays a number for each particle. It's particularly useful for
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Hardware-rendered particles cannot cast shadows or appear in reflections or refractions:
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All Online Courses The following particle types render as part of your scene when you render a frame. They
are able to reflect, refract, and cast shadows.
Blobby Surface A particle form of metaballs, the blobby surfaces look like spheres until
they approach another, at which point they reach for each other like drops of mercury.
They appear only in software rendered images.
Select the particle object. In the attribute editor ,set Particle Render Type to Blobby
Surface. Apply a shading group to the particle object and then add a light to the scene.
Software render the scene.
Cloud The cloud render type displays particles as blurred or cloudy metaballs. This particle
type works specifically with the Particle Cloud material type and doesn't render with
typical object "surface" materials.
Tube As the name implies, the source object type is a kind of uncapped cylinder. You can
define the radius at the two ends and renders only with volumetric material types .
Instanced Geometry If you want to have an object stand-in for the particles, you should
use Maya's Instancer, which enables you to use any kind of geometry or textures you like.
Select the particle object. In the attribute editor turn on---visible in reflections, visible in
refractions and cast shadows.
Collisions
Any particle system can collide with any scene geometry, but you have to set each
collision up separately. To do so, you select the particles, Shift-select the geometry they
will collide with, and choose Particles > Make Collide. The particles then collide if they hit
the object.
Goals
Particles can also be set to have goals, meaning that the particles try to move to a specific
configuration, shape, or location. You can create goals by selecting the particle object you
want to be affected by the goal. Shift-select the object you want to
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