Combining DMM Simulation with Maya Animation

Each DMM Object has a Maya transform node. All parts of the DMM Object are parented to that transform. The simulated parts of a DMM Object have their initial position and orientation set by the DMM Object transform. After the initial time, the transform will have no effect on the position of the simulated part of an object. The transform will still effect any part of the DMM Object that is passive. The DMM Object node DMM Passive attribute controls whether all the Tet Mesh vertices are controlled by Maya or not. DMM Passive regions can be used to specify part of DMM objects that are passive. The input model Tet Mesh vertices that are inside a passive region are considered passive. The input model Tet Mesh cannot be seen, but its surface is the Triangulated Cage, which can be made visible.

Maya key frames can be used to change a DMM Object transform over time as a scene is played. The DMM Passive parts of the DMM Object will be animated by the changes in the transform. The non-passive parts will simulate.

The channel editor can be used to key the DMM Passive attribute of a DMMObject node. Turning the attribute on then off can be used to "throw" objects. The DMM Passive attribute is keyed for on for some number of frames (minimum 3) then keyed for off for this technique. At the frame where DMM Passive is set to off, the object will simulate with an initial velocity equal to the most recent animated velocity.

For advanced animation the vertex positions of the "DMM Passive Tet Mesh" can be animated. For instance a rod can be stretched by pulling both ends. An animal or person can be animated by animating a skeleton attached to inner DMM Passive tet vertices and the outer flesh can be left to simulate.



Next: Avanced DMM Object types