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The Static Friction attribute controls the amount of friction, or stickiness, applied to an object at rest The Dynamic Friction attribute controls the amount of stickiness applied to a moving object Since these two attributes are usually set to the same values, it is recommended that you set them both at the same time to avoid possible confusion later
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Collision layers group the collisions between objects as a way to improve performance during simulations The Collision Layer attribute assigns the rigid body object to the specified layer In other words, if two groups of objects are reacting to separate collisions in a scene and will not be interacting at all, collision layers might greatly speed up the playback of the animation By default, when all of the collisions reside on the same layer, Maya must check for collisions among all of the objects multiple times per frame This might be fine if only a few objects are included in a scene, but when several objects appear, it might be optimal to set the objects on different collision layers For example, suppose a scene has two sets of boxes one on either side of the scene and two separate balls each collide with one of the sets The best way to set up such a scene would be to set the Collision Layer attribute to 1 for the ball that collides with set 1, and assign the second ball and box set a Collision Layer value of 2 Now, even if one of those balls were to roll over to the opposite set of boxes, it would not collide with them However, if you still need both of the groups to collide with the floor, you can set the floor s Collision Layer attribute to 1, which will cause it to collide with all objects
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The Stand In attribute specifies what type of geometric primitive, cube or sphere, will be used in place of the actual piece of geometry Using the Stand In attribute can be a tremendous performance booster, especially when you re working with complex geometry We will talk more about how Maya tessellates the geometry in the next section, but for now, realize that every face of an object must be evaluated when calculating a collision By using a stand-in object, the simulation uses only a small number of faces that define the primitive object s shape In the case of a sphere, however, the accuracy of the simulation will actually be improved by the use of a stand-in object, because it will be infinitely smooth instead of possibly being affected by each face being calculated one at a time
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When using rigid body dynamics, much could go wrong that would produce unwanted results or errors that could affect the performance or accuracy of the simulation This is especially true for an animation dealing with collisions Following is a short list of items to check on or set up prior to running the simulation Make sure surface normals are facing in the correct direction Collisions occur only between normals that are facing each other You will get unpredictable results and even interpenetration errors if the geometry has not been set up correctly Set proper tessellation or use stand-in objects Because Maya uses polygonal facets to calculate collisions, it is important that you make sure that the correct tessellation occurs while using NURBS geometry While rigid body tessellation attributes are available, it is recommended that you use polygonal geometry when performing rigid body simulations This gives you precise control over the position of the faces, and you can build more efficient geometry for better performance Primitive stand-in objects can be chosen from the rigid body attributes or higher-resolution geometry, including NURBS, can be constrained to the rigid bodies during simulation and used at render time Play every frame In the Animation Preferences window, make sure that the Playback Speed is set to Play Every Frame When running a dynamic simulation, the positions and orientations of any dynamic object are calculated based on the position and orientation values from the previous frame It is therefore very important that each frame be calculated; otherwise, the resulting simulation that is output at render time may be very different from the simulation previewed in the view windows Use the hardware renderer or Playblast to test the animations in real time Create a run-up Objects that sit on top of one another or touch at the beginning of an animation should be allowed to settle before the first actual needed frame of the animation In other words, if the rigid body objects in a scene need to be still at frame 1, you may need to start the simulation 20 frames before that This concept is known as a run-up If, for example, you had a stack of rigid body boxes with gravity pulling them down, the boxes should be set up so that they are not touching at the first frame Leave extra frames at the beginning of the animation so that the boxes have time to settle Alternatively, you can set up the scene, play the animation until the objects settle, and then choose Solvers | Initial State | Set for Selected When the animation is reset to the first frame, the objects will remain in this settled position Use the rigid solver to fine-tune rigid body simulations Once a rigid body is created in a scene, a rigid solver is also created This provides a global method of controlling certain attributes related to the rigid bodies in the scene (See Figure 24-3 for the rigidSolver node s attributes) In addition to being able to turn off the calculation states, such as collisions, friction, bounciness, and other states, you can also specify the number of times that Maya checks for
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