Hello, guys. It might sound late, but I’m gonna leave the old Dynamics system and start using nDynamics; But the way seems to be difficult, because I got a few problems in the beginning.
I’m trying to simulate a very very simple scene. I have a plane and a sphere above it. I just want the sphere to fall down. I think my scene isn’t hard to describe!
Well. Fromerly -When I was working with the old Dynamics system- , I would load “Dynamics” menu set. Then I would select the plane and choose “Create Passive Rigid Body” from the “Active/Rigid Bodies” menu. Afterwards, I would select the sphere and choose “Create Active Rigid Body” and I would attach a gravity field to it, and it is done…
But now that I wanna use nDynamics system, there’s a “Create Passive Collider” but I CAN’T FIND “Create Active Rigid Body”.
Where is that???
<<SORRY, I COULD NOT EXPLAIN MY PROBLEM IN FEWER WORDS, BECAUSE I’M NOT ENGLISH>>
Problems of migrating from Dynamics to nDynamics
- Select the plane.
- Create passive collider.
- Select the sphere.
- Create nCloth.
- go to “nClothShape1” properties -> dynamic properties, and set deform resistance to 100.
Done.
Thanks for the answer, @benio33, but I’m looking for a better way.
Your solution has a few problems:
- The ball doesn’t bounce correctly.
- Simulating process takes more time than old Dynamics system.
I think there would be a better way…
there is no “real” replacement out of box in Maya for active rigid objects.
NCloth is the closest you will get to having rigids work in maya without a third party plugin…
…edit… i believe Maya 2013 forward integrated the Bullet solver. you may have luck with that
nCloth is no replacement for rigid body dynamics. too slow and not really rigid! since maya 2013 bullet is integrated into maya but not really well (in my opinion because mesh collision doesn’t work) but thank god there is still the dynamica plugin which is based on bullet but has mesh collision working and it’s free.
if you are on windows I think you can even use the PhysX which are integrated into maya as well but I haven’t used them.
There is currently no adequate solution for rigid body dynamics in Maya.
The old school rigid bodies are super slow and have serious limitations.
nCloth does not properly calculate rigid bodies, it’s a soft body solver and it’s never going to work right. Duncan Brinsmead has posted some examples of nCloth as a rigid body solver, but I think it’s a less than optimal solution, and there really needs to be a proper rigid body module for nucleus.
MayaBullet is a joke, it doesn’t support fields or anything.
PhysX was useless the last time I checked, the baked output did not correspond to the viewport simulation. That last bit might have been fixed, but I don’t know.
Aaron
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