PDA

View Full Version : Help: Creating A Maya Custom Rigid Body Node


pipelinesamurai
12-22-2012, 11:42 PM
Hi everyone,

I have recently joined the forums and I am thoroughly enjoying the discussions, really useful and informative indeed for people new to Maya like myself.

My question is related to the process of creating a custom rigid body node to work within Maya. I want to practice and develop my physics programming skills so I decided to take on this task. I have experience with the C++ API but not so much with the Python one other than internal UI things, therefore I decided to use Python to tackle this task as I believe it will be faster to create some sort of a prototype.

Would anyone with any insight in this area be able to give me a breakdown of how to approach this task?

More specifically:

1. What kind of node would a rigid body need to be? I am aware that you can have a deformer node for example, will a rigid body be based on that on something else?

2. I noticed that Maya uses the concept of fields for adding physics such as gravity etc, do I need to develop a custom field somehow to work along the rigid body node?

3. Any examples out there that I can have a look and gain some more knowledge from?

4. How do I go about testing physics code within Maya?

For example my primary goal would be to have a sphere, or a mesh be affected by gravity then add collision and more attributes like friction, velocity etc.

Just to clarify, I am mostly after on how to tackle this in terms of Maya and not the actual physics code.

Thanks for all your help and time in advance and I wish you all Happy Christmas!

CGTalk Moderation
12-22-2012, 11:42 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.