Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 24-04-2012 , 04:24 PM
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rigid bodies and animated passives

there seems to be no way to have rigid bodies not penetrate animated passive rigid bodies...

the same collision geometries which work perfect when static create great problems as soon as they are animated. even with the "best?" settings like

Step Size 0.001
Collision Tolerance 0.001
Tesselation 1000 (does it make a difference on polygons?)

end result is always penetrating geometries user added image
any ideas?


everything starts and ends in the right place at the right time.
# 2 19-05-2012 , 12:01 AM
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The problem with maya rigid bodies is the collision detection isn't the best in the world but are usable for sims that aren't up close and personal. You can get better performance out of using DMM or bullet physics.

Also your collision tolerance seems a bit low anyhow, but starting that low is good in the way that you can always increase the tolerance and see what gives you the best result that you're after.

Tesselation doesn't have much of a factor with normal rigid bodies, most of the time I just set at 500 anyhow.

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