WEBVTT

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In this lesson, it's going to be a little bit longer because we're going to actually do the destruction

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for this ground so that it matches the animation.

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So before I get started with that, I wanted to finish talking about the particle system we use to break

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this up.

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You can see how much I had to break it up.

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And I wanted to show you why when I didn't break it up enough, you can see where the chunks were too

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big.

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And as I collided the proxy geometry into it, it even started to affect the bottom part of it here

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towards his feet.

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So you want to make sure you have enough geometry.

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And one little trick if you're still working on that, or you can just use this scene as well that I'm

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working on.

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But if you want to do it yourself, one little neat thing I've found, too, was that you could actually

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just simulate the particles for a few frames and then you can transform them around.

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So we have the particles selected for.

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So I can see them.

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You can see I have maybe four particles and I could just keep moving these around and running the script

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that we have here that we've copied and pasted in so we could transform just the particles around and

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then run the script that I gave you for each piece that we wanted to do it.

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So we'd select the particles like the piece and then keep going.

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So we're done with that.

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So I'm going to delete that.

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And I also want to mention, you know, of course you can middle mouse drag anything you type in here,

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like the script that you paste for the shattering effect.

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If you had command to select everything in this meall script section, you can then middle mouse drag

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it into the shelf on your custom shelf and make your own button for it so you can just click the button

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instead of having to paste it in every time.

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So now that we have that done, we want to create the bullet system here and we've done this before

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on the other smaller lessons.

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But also wanted to mention a couple of things that I noticed with that script.

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It had some errant pieces of geometry, a little planes that I had to go in and delete by hand, but

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I think I got all of them.

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So you just want to look for that.

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And then there's these random hidden pieces of geometry that I'm not sure why it would hide it.

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So I'm just command clicking on the hidden pieces and deleting them.

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So now that we have that done, let's select all of the shards that we've created and then let's go

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to the bullet system and of course, we need to make sure that's loaded is always under settings, plug

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and manager and bullet.

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And we also want to make sure that we have the ABC bullet checked as well, because we're going to use

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that here in a second.

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So we have bullet and we want to create a rigid set like we've done before.

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It's going to explode because we are not on the start frame.

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Let's go back to what our star frame is going to be.

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And you can see it still hasn't fixed itself.

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So we need to click on the bullet solver and go into the attribute editor here and we get all of these

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options that we're starting to get familiar with.

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So we want the start frame to be what our start frame is.

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And of course, the reason why it's on 1001, as I've mentioned before, is because we wanted some pre

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roll for other dynamic effects.

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The nice thing about Bullet is it has a initially sleeping option here, Senator Bullet, rigid set,

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initial state, and we can check that.

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And basically what that means is until something collides with it, it will stay the way it is, which

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is really nice.

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So let's go back to the bullet solver for a second and talk about the gravity.

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So the gravity is important because it's going to affect kind of how the scale works on this scene.

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So as you remember, Maya thinks one unit is one meter.

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And in our case, our character is now 182 centimetres tall.

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So Bullet Solvers is going to think that this is 182 meters long of a piece of ground here that we've

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made.

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And for that to have the right physics, we can just increase the gravity by 100.

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So we can just make it, you know, times that by 100 and it'll be 980 instead of nine point eight.

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So that will help us get to the correct scale of our scene so that everything will fall accordingly.

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Now, let me show you what happens when you don't do that.

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This is a test I did earlier and I set the I didn't change the gravity.

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So you can see how everything is moving in slow motion and very slowly.

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So we don't want that.

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So now that we have gravity set correctly, it'll work.

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And we don't want to use the ground plane because our geometry is actually just below the ground plane,

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just below zero.

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So we've made our own ground plane.

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I'm at five so we can see it and it's down here and I move it just below the geometry here.

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So it's not starting to collide with it at the very beginning.

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And this is just going to be our, you know, playing our ground plane because that's below, you know,

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zero is this plane.

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And we wanted one that kind of goes in the ground.

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So that's why we need to make our own ground plane.

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So with that selected, I can go to Bulleit and set passive rigid body.

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You might get an air and that's OK.

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I'm going to just leave all of this the same, except for I'm going to make this a plane, which means

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it'll go off in all directions.

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OK, I'm going to maybe crank that down just a little bit.

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And now we can also said this is a passive glider, so I'll use Bullet Pasturage body.

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And instead of the plane, because this has a donut kind of hole in the middle, we can't use any of

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the ones we've been using because they are kind of all intact versions.

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So what we want is mesh.

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And this will respect the fact that there's a hole in the middle so that we don't think it's colliding

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in the center of this thing.

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So it's like the mesh.

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And then I'll reduce this by a little bit as well.

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And mass is OK.

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It's a static body.

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And just in general know that static, rigid bodies are quicker to compute because they're not having

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to compute changes in position, of course, because they're not going anywhere.

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So now that we have those two things done, I also wanted to introduce this little guy.

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I'm going to shift H and it's basically kind of a container to keep the ground from expanding out.

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So let me just selecta those two things and isolate them so you can see what I'm talking about.

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So you isolate selected the shards.

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Let me select high.

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Oh, it had everything.

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Because now we're working at the so when you when you make Bullett it'll make its own piece of geometry

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here.

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So that's why I wasn't getting isolated, selected.

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So now it'll work.

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So basically just kind of keeps it all contained so everything can expand outward.

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So that will help it kind of keep its shape as it's simulating.

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So let's create another passive rigid body and like we did for the other ground, we want to make sure

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that the Kliner properties is set to mesh the Claitor shape and then going to reduce this down all the

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way.

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Cool.

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So let's go back to the solver.

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Take a look at that.

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We have our gravity set properly.

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We have the start frame set properly, and we need to increase the mass as well.

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If you think about all the physics of this, if you know we're having to.

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Increase the gravity by 100 times, we should do that for everything, basically, but we can start

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out with maybe like something like 10 instead of doing 100 times, let's do like 10 times.

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And it's initially sleeping.

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And again, we want to change this to whole like we've learned and other lessons and turn on glue shapes

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and let's just crank that all the way up, because this will also be affected by the scale of seen and

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gravity and all that.

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So we need to increase the force of this because gravity is going to be pulling on it 100 times harder

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than usual.

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So this value might need to be even need to be a thousand or something later we'll find out.

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So the next thing I want to do is to mimic the animation of the hand.

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And I don't want to use the actual animation of the skeleton because it's a lot of geometry in here

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and a lot of things could get stuck in between the fingers and in between the bones and all that.

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And so what I want to do is actually create a new piece of geometry and I'm just going to create a sphere

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and I'm going to move that into place here.

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And with that selected, I'm going to scale it up and kind of scrub in a timeline to see where the hand

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is coming through.

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And I'm going to place this kind of in that general area.

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And I'm going to leave it kind of scaled up like this, and just so it kind of has a healthy kind of

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padding around it.

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So it's this is basically what's going to be colliding with the rigid set that we've created.

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So when I set out there, I'm not going to animate anything yet.

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And this is another little tricky thing with the bullet you would learn anyways eventually.

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But basically, if you animate this and you choose it to be part of bullet, then it'll delete all the

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animation.

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So we need to create an active body first and now we can do the animation.

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But the other little thing that I mentioned before, I believe, is we want to switch is the kinematic

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so it will respect the key frames that we set.

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And then also I want to increase the mass and I want to be much more than the mass we've set for the

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shards because it needs to overcome that weight and really push them out of the way.

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So I'm going to set this to like something like 500.

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So it's five times as much as the shards themselves right now.

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I believe this a box, because that's just easier to compute.

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And I'm going to leave the margin on for a little bit.

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So now I can start to keyframe this thing.

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And I have four just so I can see the animation beneath this.

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And I'm going to step through this animation and make sure everything is going to be on the right frame.

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Something else to set keyframes.

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And five, to make sure I'm kind of reading the silhouette correctly here, maybe push this forward

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and then let's take a look at under four again to make sure we're following the first.

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And the other thing we need to know is the fact that with initially sleeping, if anything is kind of

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intersecting anything, even if it's a static, rigid body and this is kinematic, it will trigger the

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simulation.

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So we need to make sure that this is not touching the plane.

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Otherwise, initially, sleeping would not work for these Shahd sets and everything would start from

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this first frame.

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So currently what will happen is it will only start the simulation as soon as this fear that we've created

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rams in to the first shard here.

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So that's pretty cool.

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So the next thing we need to do is continue this animation because the hand kind of comes down here

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and we want to make sure that we're going to be able to see that somewhat.

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So we need to continue this animation.

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So I want to make sure I get the Antec of the hand in there as well.

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It's going to get the first frame there and set it kind of keyframe.

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And then get the antic in there, this frame.

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And then we'll start this.

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And we'll rotate it just a little bit, and I don't know why does this, but it kind of spazzes out

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just some goofy thing that bullet does.

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And I will say, I mean, of all the Sims and solvers you can use in my bullet is kind of can be a little

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bit wonky sometimes and frustrating.

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But, you know, if you get it done right away, it's pretty nice.

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It's an open source software.

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So Maya doesn't really support the, you know, from a technical perspective, doesn't really support

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it.

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So if you ask Autodesk for help, they're not going to really help you that much because it's not their

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product, but it's an open source dynamic system that's basically meant for games.

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But, yeah, Autodesk decided to include it as well, because I think it does have some use for, you

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know, just trying to get some basic stuff simulation.

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And you don't have to go through like a ton of crazy steps.

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There are some finicky things here that we're learning about.

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But, you know, in general, this isn't that bad really, as far as dynamics are concerned, to set

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something up that actually kind of works.

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So I'm trying to move that there.

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OK, and then the next thing I'm going to do is create another sphere and make it a active body and

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turn it back to kinematic, because this is going to be our body busting through.

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So we increase that.

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It's much bigger.

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And of course, I want that below the plane again because I don't want it to trigger the initially sleeping

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thing that we have set.

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So I'm going to position this here and then scrub through the looks like it snaps back there.

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Let's set a keyframe here, then.

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Man, this is super wonky, sometimes you can see how I'm just clicking and snapping at it kind of to

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another location.

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Let me s and let's see if it's keyframes.

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Cool.

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It did.

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So now with those key frames, it should kind of.

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Yeah.

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Now it's kind of respecting where I'm putting it.

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So I just know that's kind of another little quirk of the system.

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So now we can start scrubbing forward.

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Someone here is going to start busting through right in their face when it?

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S here.

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And want to.

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I'm going to push this through.

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And I might get that to happen maybe a little sooner, because I'm also conscious of the speed of this

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thing coming through, if it goes through too fast, this might not really catch it.

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So I want to make sure it's kind of going through at a speed that the salver can kind of find it and

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actually solve for that.

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So, yeah, so now I'm just going to kind of follow this through again, maybe scale this up.

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So it really kind of rocks the world here.

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I don't really like how wide that is, that might cause other problems, let's maybe scale it in a little

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bit and scale it in a little bit here.

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Cool.

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So now we have that and then we just kind of need to finish this animation out kind of tracking, because

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I think, you know, when he's in midair, we don't want a piece of that shard to kind of be blocking

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his face or something.

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So I'm going to favor kind of his torso here.

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And everything else should happen kind of fast enough that it won't.

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You know, you won't be able to really tell if, like, a piece is like going through his arm or something

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because it'll all be kind of happening so fast.

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So we kind of use that to our advantage here.

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All right.

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Excuse me, it's been a long day at the studio working on a movie for a studio and.

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My my voice is starting to go now recording these videos, so, all right, now we have this done and

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what we can do is just go ahead and cash it out.

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Like I said earlier, you know, if I were to hit play on this, I mean, we can just go and do that

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once just to make sure it's not going to do something totally crazy.

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But what I like to do, you know, when I realize it's kind of working is just go and cash it out because

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bullet will not be consistent with the results.

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So if you play it back and you see that you like what you've got, then you're out of luck.

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If you play again and try to cash it because you're not entirely guaranteed the same simulation.

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So everything looks kind of good so far.

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It's going to be a little busy.

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Things are kind of still moving around.

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Cars work, and though I'll be honest.

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Only a little goofy things of that peace is going to be blocking the hand, but you cannot direct this

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stuff as much as you want by you know, you go back in and reanimate that hand or the sphere that we

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have for the hand.

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But in general, I think this is in a good spot.

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So there's a couple more things we need to now that we're going to cash it out, because basically every

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time we're doing something, we don't want to have this other thing solving every time that we play

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back.

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So we want to cash this out so we kind of save it and break it down to the geometry.

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So to do that and bullet, we need to select the set that was made.

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When we make a bullet solver, there's this little set that gets made and we want to make sure that

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we do not go into cash.

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You know, I'm saying we're doing caches.

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You have to do an Olympic cache through the bullet menu.

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Otherwise you're going to get a bunch of errors.

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And so this is another kind of gotcha moment.

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And Maya, do not use this cash bullet.

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You have to use the bullet menu to export selection to Olympic.

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All right.

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And the other little gotcha moment is you want to switch to the HD five file format.

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That's how bullet reads that it doesn't know this file format.

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So we need that one and we can see our, you know, range is cracked and all that kind of good stuff.

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So I'm going to choose this name for the Olympic and I'm going to export that.

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And I'll see you in one second.

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So now that our cash is done, we can actually import it and we want to make sure that we have this

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chards group selected and with the shards groups like that, we can use this, let cash import now we

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can use this to import it.

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So it's going to import and we want to make sure normally it's set on this import tahseen.

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We want to change it to merge.

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So what is basically doing is it's going to assign these values to this group because it all has the

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same names.

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That's what that rigid set created, that each individual piece has a name associated with it.

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So when it's cashing it out, it addresses that name to that piece.

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So we're reassigning this animation in the simulation back down into the original pieces.

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And so this you could actually use this to use low res geometry.

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Right.

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And then do the simulation with low res geometry and then have high res pieces of geometry that you

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merge it on to so that when you're doing the simulation, it can be much quicker because you're using

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low res geometry.

18:37.370 --> 18:42.860
But then when you're actually going to use it as a cache in the scene, then you can use the high res

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pieces and choose that group that would be associated with that.

18:46.160 --> 18:46.970
Oh, that makes sense.

18:48.020 --> 18:50.210
It's just kind of that's more of an advanced feature.

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But just wanted to mention that's a possibility.

18:53.040 --> 18:55.940
So now that we have that set, let's just delete the bullet system.

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And when we don't want to delete it just by selecting it, we want to go to bullet and then delete entire

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entire system.

19:02.060 --> 19:08.120
So now we can play back, we can just scrub and we should be able to see all of this animation on our

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original shards here.

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So that is pretty cool.

19:11.600 --> 19:16.820
So the only thing left to really say is the fact that, you know, we have some interpenetration here

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on the hat and this so we could, you know, turn this into a passive rigid body.

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We can make some proxy geometry like a sphere or something to, you know, guard this piece just like

19:29.450 --> 19:30.200
we animated this.

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We could use it as a static, rigid body, just like we're using the floor as a static, rigid body.

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So all in all, it looks like it works pretty well.

19:37.790 --> 19:44.440
We learned how to create a bullet semb and then cash it out and then re-import it.

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So it's been a pretty big lesson here.

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And I think this is going to prove pretty helpful down the road when you need to do a big simulation

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of a lot of things.

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So, yeah, this is just one way to do it.

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And we will, yeah, carry on in the next lesson with learning some more dynamic simulations.

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And Maya, thanks for watching.
