Session 04 – field & collision effect

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Maya Dynamics Basics Lab 4: Field & Collision Effect Author: Khieu Van Bang Email: [email protected]

Transcript of Session 04 – field & collision effect

Page 1: Session 04 – field & collision effect

Maya Dynamics BasicsLab 4: Field & Collision Effect

Author: Khieu Van BangEmail: [email protected]

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CONTENTS

Field:What is field ? How to add dynamic field ?

Work with fields.

Collision effect:What is collision effect ?

Make collide.

Make particle collision events.

Examples:

Creating waterfalls.

Rain on car.

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Field & Collision Effect1) FIELD BASICS

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1) FIELD BASICS

1.1) What is field ? How to add dynamic field ?

1.2) Work with fields.

Field & Collision Effect

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1.1) What is Field ?

1) FIELD BASICS

FieldsYou can simulate the motion of natural forces with dynamic fields. For example,you can connect a vortex field to emitted particles to create swirling motion.

Types of fields Air fields. Drag fields. Gravity fields. Newton fields. Radial fields. Turbulence fields. Uniform fields. Vortex fields. Volume Axis fileds.

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1) FIELD BASICS

Fields - Airo 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 asthe animation plays.

o You can parent an air field to a moving part of an object to simulate a wake ofair from the moving part.

Types of Field

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1) FIELD BASICS

Fields - Air

Types of Field

o Wind: effects of wind.o Wake: movement of air disrupted and pulled along by a

moving object.o Fan: a local fan effect.o Magnitude: strength of the air field.o Attenuation: strength of the field diminishes as distance to

the affected object increases.o Direction X, Y, Z :Specifies the direction the air blows.o Speed: Controls how quickly the connected objects match the

velocity of the air field.o Inherit Rotation: rotating or parented to a rotating object, the

air flow undergoes that same rotation.o Component Only: direction specified by the combination of

its Direction, Speed, and Inherit Velocity attributes.o Enable Spread: Specifies whether to use the Spread angle.o Spread : Represents the angle from the Direction settings

within which objects are affected by the air field.o Use Max Distance: connected objects within the area defined

by the Max Distance.o Max Distance: Sets the maximum distance from the air field

at which the field is exerted.

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1) FIELD BASICSTypes of Field

Fields - Drag o A drag field exerts a friction or braking force on an object that’s animated with

dynamic motion.

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1) FIELD BASICSTypes of FieldFields - Drag

o Magnitude: Sets the strength of the drag field. The greaterthe magnitude, the greater the braking force on the movingobject.

o Attenuation: Sets how much the strength of the fielddiminishes as distance to the affected object increases. Therate of change is exponential with distance; the Attenuationis the exponent. If you set Attenuation to 0, the forceremains constant over distance.

o Use Direction: Specifies that the braking force is exertedonly against the object’s velocity that lies along Direction X,Y, Z. Available in the Attribute Editor only.

o Use Max Distance: If you turn on Use Max Distance,connected objects within the area defined by the MaxDistance setting are affected by the drag field. Anyconnected objects outside the Max Distance are notaffected by the drag field. Available in Attribute Editor only.

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1) FIELD BASICSTypes of Field

Fields - Gravity o A gravity field simulates the Earth's gravitational force. It accelerates objects in

a fixed direction.

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1) FIELD BASICSTypes of FieldFields - Gravity

o Magnitude: Sets the strength of the gravity field. Thegreater the magnitude, the faster the objects willaccelerate in the direction of the gravitational force.

o Attenuation: Sets how much the strength of the fielddiminishes as distance to the affected object increases. Therate of change is exponential with distance; theAttenuation is the exponent. If you set Attenuation to 0,the force remains constant over distance.

o Direction X, Y, Z: Sets the direction of the gravitationalforce.

o Use Max Distance: If you turn on Use Max Distance,connected objects within the area defined by the MaxDistance setting are affected by the gravity field. Anyconnected objects outside the Max Distance are notaffected by the gravity field.

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1) FIELD BASICSTypes of FieldFields - Newtono A newton field pulls objects towards it. This lets you create effects such as orbiting planets

or tethered, colliding balls. This field is based on the principle that a mutual attractiveforce exists between any two objects in the universe, proportional to the product of theirmasses. As the distance between the objects increases, the force of the pull decreases.

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1) FIELD BASICSTypes of FieldFields - Newton

o Magnitude: strength of the newton fieldo Attenuation : strength of the field diminishes as

distance to the affected object increases.o Min Distance: minimum distance from the newton

field.o Use Max Distance: connected objects within the

area defined.o Max Distance: maximum distance from the newton

field.

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1) FIELD BASICSTypes of Field

Fields - Radialo A radial field pushes objects away or pulls them toward itself, like a magnet.

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1) FIELD BASICSTypes of FieldFields - Radial

o Magnitude: strength of the radial field.o Attenuation: strength of the field diminishes as

distance to the affected object increases.o Radial Type: Specifies how the radial field’s effect

diminishes with Attenuation.o Use Max Distance : connected objects.o Max Distance : maximum distance from the

radial field that the field is exerted.

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1) FIELD BASICSTypes of Field

Fields - Turbulence

Soft body before beingconnected to turbulence field.

Soft body after being connected toturbulence field.

o A turbulence field causes irregularities in the motion of affected objects. Theseirregularities are also called noise or jitter. You can combine turbulence with other fieldsto mimic the random motion in fluid or gaseous mediums such as water and air.

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1) FIELD BASICSTypes of FieldFields - Turbulence

o Frequency: frequency of the turbulence field.

o Phase X, Y, Z : phase shift of the turbulence field.

o Interpolation Type : Linear specifies a linear interpolationbetween values in the noise table.

o Noise Level: The greater the value, the more irregular theturbulence.

o Noise Ratio: Specifies the weighting of successive lookups.The weights are cumulative.

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1) FIELD BASICSTypes of FieldFields - Uniform o A uniform field pushes objects in a uniform direction.

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1) FIELD BASICSTypes of FieldFields - Uniform

o Magnitude : strength of the uniform field.o Attenuation : strength of the field diminishes as

distance to the affected object increases.o Direction X, Y, Z : Specifies the direction the uniform

field pushes objects.o Use Max Distance : connected objects within the area

defined by the Max Distance setting are affected bythe uniform field.

o Max Distance : maximum distance from the uniformfield that the field is exerted.

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1) FIELD BASICSTypes of FieldFields - Vortexo A vortex field pulls objects in a circular or spiraling direction. You can use this

field with particles to create effects such as whirlpools or tornados.

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1) FIELD BASICSTypes of FieldFields - Vortex

o Magnitude : strength of the vortex field.o Attenuation : strength of the field diminishes as

distance to the affected object increases.o Axis X, Y, Z : Specifies the axis around which the vortex

field exerts its force.o Use Max Distance : connected objects within the area

defined by the Max Distance setting are affected bythe vortex field.

o Max Distance : maximum distance from the vortexfield that the field is exerted.

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1) FIELD BASICSTypes of FieldFields – Volume axis

The Volume Axis field lets you move objects, including particles and nParticles, in various directionsin a volume. The motion imparted on the object is relative to the axis of the volume.

You can use the Volume Axis field to create effects such as particles flowing around obstacles, solarflares, mushroom clouds, explosions, tornadoes, and rocket exhaust.

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1) FIELD BASICSTypes of FieldFields – Volume axiso Magnitude : Specifies the strength of the volume axis

field.o Attenuation: strength of the field diminishes from the

central axis of the volume axis field.o Max Distance : Sets the maximum distance at which the

field has an effect.o Volume Shape : Specifies the closed volume that defines

the area in which the volume axis field affects particlesand rigid bodies.

o Volume Offset X, Y, Z: Offsets the volume axis field fromthe actual location of the field.

o Volume Sweep : Defines the extent of the rotation for allvolume shapes except cube. This can be a value from 0to 360 degrees.

o Section Radius : Defines the thickness of the solidportion of a torus volume shape.

o Invert Attenuation : strength of the volume axis field isstrongest at the edge.

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1) FIELD BASICSTypes of FieldFields – Volume axis

o Away From Center : move away from the center point of cube or sphere volumes.

o Away From Axis : move away from the central axis of cylinder, cone, or torus volumes.

o Along Axis : move along the central axis of all volumes.

o Around Axis : move around the central axis of all volumes.

o Directional Speed : Adds speed in the direction specified.

o Direction X, Y, Z : Moves particles in the directions specified by the X, Y, and Z axes.

o Turbulence : intensity of a force simulating a turbulent wind that evolves over time.

o Turbulence Speed : rate of change of the turbulence over time.

o Turbulence Frequency X, Y, Z : repeats of the turbulence function fit inside the bounding volume of

the emitter.

o Turbulence Offset X, Y, Z : translate the turbulence within the volume. Animating it can simulate

blowing turbulent wind.

o Detail Turbulence : relative intensity of a second higher frequency turbulence.

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1) FIELD BASICS

1.1) What is field ? How to add dynamic field ?

1.2) Work with fields.

Field & Collision Effect

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1) FIELD BASICS1.2) Work with fields

Create fields

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Connect objects to the field

1) FIELD BASICS1.2) Work with fields

o Use Dynamic Relationships

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Edit field attributes

1) FIELD BASICS1.2) Work with fields

Step 1: Select the field you want to edit.You can select the particle object connected tothe field and the Attribute Editor displays a tabfor the field.

Step 2: Do one of the following:o Use the Attribute Editor or Channel Box to

set the attributes. The attributes aredescribed in the field descriptions in thischapter.

o Use the workspace manipulators to editcommonly used field attributes.

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Field & Collision Effect2) COLLISSION EFFECT

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Field & Collision Effect2) COLLISION EFFECT

2.1) What is collision effect ?

2.2) Make collide.

2.3) Edit connector.

2.4) Make particle collision events.

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2.1) What is collision effect ?

2) COLLISION EFFECT

Collision effect is an event effect in which two or more bodies exert forces on each otherfor a relatively short time.

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Field & Collision Effect2) COLLISION EFFECT

2.1) What is collision effect ?

2.2) Make collide.

2.3) Edit connector.

2.4) Make particle collision events.

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2) COLLISION EFFECT2.2) Make collide

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What is collide ?

How to create a collider?

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2) COLLISION EFFECT2.2) Make collide

How to create it ?

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Field & Collision Effect2) COLLISION EFFECT

2.1) What is collision effect ?

2.2) Make collide.

2.3) Edit connector.

2.4) Make particle collision events.

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Tesselation Fator: attribute represents the approximate number of polygons in the tessellatedsurface.

Reslience: sets how much the colliding particle’s velocity parallel to the surface decreases orincreases as it bounces off the collision surface.

2) COLLISION EFFECT2.3) Edit Connector

Friction: rebound occurs. A value of 0 makes particles collide with no bounce. A value of 1 causesparticles to rebound fully.

Offeset.

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2) COLLISION EFFECT2.3) Edit Connector

Tesselation Fator

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2) COLLISION EFFECT2.3) Edit Connector

Reslience

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2) COLLISION EFFECT2.3) Edit Connector

Friction

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Field & Collision Effect2) COLLISION EFFECT

2.1) What is collision effect ?

2.2) Make collide.

2.3) Edit connector.

2.4) Make particle collision events.

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2) COLLISION EFFECT2.4) Make particle collision events.

Event effect in which two or more bodies exert forces on each other for a relativelyshort time.

Object 1

Object 2

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2) COLLISION EFFECT2.4) Make particle collision events.

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Create a collision event in Maya.

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Field & Collision Effect

3) EXAMPLES

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3.1) Creating waterfalls.

3.2) Rain splashing on the floor.

Field & Collision Effect

3) EXAMPLES

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3) EXAMPLES3.1) Creating star effect.

Using Turbulence field.

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3.1) Water poured into a glass.

3.2) Rain on car.

Field & Collision Effect

3) EXAMPLES

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3) EXAMPLES3.2) Rain on car.

This example is a form of Collision effect.

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3) EXAMPLESYou can create it

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Thanks!