Modelling and Simulation Dynamics. Dynamics Dynamics is a branch of physics that describes how objects move. Dynamic animation uses rules of physics to.

Slides:



Advertisements
Similar presentations
The Force and Related Concepts.
Advertisements

 white – main ideas  purple – vocabulary  pink – supplemental/review information.
Lesson 1 Gravity and Friction Lesson 2 Newton’s First Law
Lesson 1 Gravity and Friction Lesson 2 Newton’s First Law
Lesson 1 Gravity and Friction Lesson 2 Newton’s First Law
Name of Force DefinitionExamples Gravity  Gravity is a force that attracts bodies of matter toward each other. It is a force that is everywhere there.
Force Force is a push or pull on an object The object is called the System Force on a system in motion causes change in velocity = acceleration Force is.
UFCFX5-15-3Mobile Device Development Particle Systems.
Chapter 7 Rotational Motion and The Law of Gravity.
1Notes  Textbook: matchmove 6.7.2, B.9. 2 Match Move  For combining CG effects with real footage, need to match synthetic camera to real camera: “matchmove”
Particle Systems and Fuzzy Shapes Presented by Dan Cogswell.
UFCEKT-20-33D Modelling and Animation 3D Modelling & Animation Special Effects Picture...
Physically Based Animation and Modeling
8 th Grade Physical Science. Force and Motion  Speed is how fast an object is moving.  Speed =  You can also use this formula to find the distance.
Objectives Solve orbital motion problems. Relate weightlessness to objects in free fall. Describe gravitational fields. Compare views on gravitation.
AMY SHANTA BABOOLAL PHYSICS PROJECT: MECHANICS. ARISTOTLE’S ARGUMENTS One of his well known arguments is: to understand change, a distinction must be.
SPS8.c Relate falling objects to gravitational force.
Jones Physical Science. Friction  What is friction?  Friction: the unbalanced force that acts against an object’s direction of motion  Why does friction.
Gravity. Gravity A force of attraction between objects that is due to their masses. A force of attraction between objects that is due to their masses.
Resistance of an object to a change in its motion inertia.
Units to read: 14, 15, 16, 17,18. Mass and Inertia Mass is described by the amount of matter an object contains. This is different from weight – weight.
Chapter 2 - Forces Lesson 1 – The Nature of Force.
CSC505 Particle Systems. CSC505 Object Representations So far we have represented (rendered) objects with –Lines –Polygons (triangles) –Curves These techniques.
Animation with Maya
Biomechanical Principles of Motion through air and water
Particles Paul Taylor Polygons are not so hot! Good for representing objects like A Cup A Robot A Pyramid Not so hot for creating Hair Snowflakes.
Newton’s Law of Universal Gravitation. What do we know about gravity?
Balanced and Unbalanced Forces
Gravity Physical Science Section 3.2. Gravity All objects have a gravitational attraction for all other objects Law of Gravitation- Any two masses exert.
Friction and Gravity. 1. What is friction? The force that two surfaces exert on each other when they rub against each other.
Perpetual Visualization of Particle Motion and Fluid Flow Presented by Tsui Mei Chang.
Lesson 1 Gravity and Friction Lesson 2 Newton’s First Law
Particles and their home in Geometry Shaders Paul Taylor 2010.
Portal & Particle. Index Portal Particles Portal Room-Portal visibility system  Determine which room is shown at this time  Determine which object.
Advanced Games Development Game Physics CO2301 Games Development 1 Week 19.
Forces Motion and Forces. Forces What is a force? A force is a push or pull. What happens when forces combine? Forces combine to produce a net force.
Forces. What is a Force? A force is a push or a pull. To tell about a force, you must tell how strong the force is. The SI unit for the strength of a.
Forces Notes. 1)force: 2)Newton (N): 3)net force: Key Terms Is a push or pull. A force is described by its magnitude and by the direction in which it.
Friction & Gravity.
Gravity Chapter Gravity Law of Universal Gravitation- all objects in the universe attract each other through gravitational force Law of Universal.
Section 2Forces Section 2: Gravity Preview Key Ideas Bellringer Weight and Mass Law of Universal Gravitation Free Fall Projectile Motion.
Maya 8 at a Glance Chapter 9: Animation. Ways to Animate 2 Creating Keyframes Path Animation Set Driven Keys Nonlinear Animation Expressions Simulations.
Animation Animation is about bringing things to life Technically: –Generate a sequence of images that, when played one after the other, make things move.
Forces  A force is a PUSH or a PULL.  Described by: 1. Its strength 2. The direction in which it acts  Measured in: Newtons (N)  Measured by: Spring.
3D Animation 3. Animation Dr. Ashraf Y. Maghari Information Technology Islamic University of Gaza Ref. Book: The Art of Maya.
FRICTION AND GRAVITY.
Section 2Forces EQ: 〉 What is the relationship between free-fall acceleration and mass?
10.3 Friction. What is friction? Friction is a Force that opposes motion. Friction happens when 2 substances rub together. Why you stop swing on a swing,
Gravitational Force  Gravity= a force of attraction between objects, “pulls” objects toward each other  Law of universal gravitation= all objects in.
Section 1 Review State Newton’s first law of motion in your own words
Calculating Force and Types of Friction
The Laws of Motion Gravity
Centripetal force Acceleration Mass Contact force momentum
What is statics? Lecture 1
What is force? A force is a push or pull
Forces Ch
Weight and Mass How are weight and mass related?
Foundations of Visualization 10/25/2005 Notes
SSA Review - 9 Forces & Motion
Laws of Motion Chapter Two.
Forces and their interactions AQA FORCES – part 1
Forces Affecting Motion
FCAT Review - 9 Forces & Motion
DYNAMICS.
Gravitation.
Advanced Games Development Game Physics
Section 2: Gravity Preview Key Ideas Bellringer Weight and Mass
Section 2: Gravity Preview Key Ideas Bellringer Weight and Mass
Section 2: Gravity Preview Key Ideas Bellringer Weight and Mass
Forces and their interactions AQA FORCES – part 1
Presentation transcript:

Modelling and Simulation Dynamics

Dynamics Dynamics is a branch of physics that describes how objects move. Dynamic animation uses rules of physics to simulate natural forces. You specify the actions you want the object to take, then let the software figure out how to animate the object. Dynamic animation lets you create realistic motion that’s hard to achieve with traditional keyframe animation. For instance, you can make effects such as tumbling dice, waving flags, and exploding fireworks.

Dynamics What you can do with Maya Dynamics? Create, color, and animate particles Use emitters to launch particles for effects such as steam, fire, rain, fireworks, and explosions Use soft bodies to create geometry that bends and deforms when influenced by a field or struck by a collision object Use gravity and other force fields to move particles, soft bodies, and rigid bodies Create collisions between particles or soft bodies and geometry. You can make the particles split, emit new particles, or disappear when they collide with geometry

Dynamics What you can do with Maya Dynamics? Use goals to make particles or soft bodies follow other objects or object components Use springs to give soft bodies and groups of particles internal structure Use rigid bodies to create collisions between polygons or NURBS Use constraints to restrict the motion of rigid bodies Use built-in dynamic effects to quickly create complex, popular animations such as smoke and fire Tune playback efficiency and fix common problems with dynamics Store dynamic simulations either to disk or to memory

Dynamics Particles Particles are points that display as dots, streaks, spheres, blobby surfaces, or other items. You can animate the display and movement of particles with various techniques; for example, keys, expressions, and fields such as gravity.

Dynamics Particles A particle object is a collection of particles that share the same attributes. You can create particle objects containing a single particle or millions of particles. Each particle in a scene belongs to some particle object.

Dynamics Particles - Creating particles

Dynamics Particles - Set display attributes

Dynamics Particles - Animate the particle

Dynamics Particles - Render the particle

Dynamics Particles - Emitters Emitters generate moving or stationary particles as an animation plays. You can use emitters to create smoke, fire, fireworks, rain, and similar objects. Maya includes the following types of emitters: Point emitters (directional and omni) emit particles from a position in the workspace or from particles, vertices, CVs, edit points, or lattice points. Surface emitters emit particles from random, evenly distributed positions on the outer faces of NURBS or polygonal surfaces. Curve emitters emit particles from random, evenly distributed positions of a NURBS curve. Volume emitters emit particles from a closed volume. You can choose from cube, sphere, cylinder, cone, and torus.

Dynamics Particles - Emitters Emitters generate moving or stationary particles as an animation plays. You can use emitters to create smoke, fire, fireworks, rain, and similar objects. Maya includes the following types of emitters: Point emitters (directional and omni) emit particles from a position in the workspace or from particles, vertices, CVs, edit points, or lattice points. Surface emitters emit particles from random, evenly distributed positions on the outer faces of NURBS or polygonal surfaces. Curve emitters emit particles from random, evenly distributed positions of a NURBS curve. Volume emitters emit particles from a closed volume. You can choose from cube, sphere, cylinder, cone, and torus.

Dynamics Particles - Emitters Emitters generate moving or stationary particles as an animation plays. You can use emitters to create smoke, fire, fireworks, rain, and similar objects. Maya includes the following types of emitters: Point emitters (directional and omni) emit particles from a position in the workspace or from particles, vertices, CVs, edit points, or lattice points. Surface emitters emit particles from random, evenly distributed positions on the outer faces of NURBS or polygonal surfaces. Curve emitters emit particles from random, evenly distributed positions of a NURBS curve. Volume emitters emit particles from a closed volume. You can choose from cube, sphere, cylinder, cone, and torus.

Dynamics Particles - Emitters Emitters generate moving or stationary particles as an animation plays. You can use emitters to create smoke, fire, fireworks, rain, and similar objects. Maya includes the following types of emitters: Point emitters (directional and omni) emit particles from a position in the workspace or from particles, vertices, CVs, edit points, or lattice points. Surface emitters emit particles from random, evenly distributed positions on the outer faces of NURBS or polygonal surfaces. Curve emitters emit particles from random, evenly distributed positions of a NURBS curve. Volume emitters emit particles from a closed volume. You can choose from cube, sphere, cylinder, cone, and torus.

Dynamics Particles - Goals A goal is an object that particles follow or move towards. You can use goals to give trailing particles a flowing motion that’s hard to generate with other animation techniques. The trailing particles move as if connected to the goal by invisible springs. In the context of goals, soft bodies are considered particles.

Dynamics Particles - Collisions You can make particle objects collide rather than pass through polygonal or NURBS surfaces. Either or both objects can be moving at the moment of collision. Particles cannot collide with other particles. You can use the Dynamic Relationships Editor to reassign collisions between particles and rigid bodies or soft bodies. You can also use the Particle Collision Event Editor to make particles split, emit new particles, die, or run a MEL script when they collide with geometry.

Dynamics Fields You 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

Dynamics Fields - Air 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 as the animation plays. You can parent an air field to a moving part of an object to simulate a wake of air from the moving part. For example, if you have a character walking through leaves or dust on the ground, you can parent an air field to the foot.

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

Dynamics Fields - Gravity A gravity field simulates the Earth's gravitational force. It accelerates objects in a fixed direction.

Dynamics Fields - Newton 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 attractive force exists between any two objects in the universe, proportional to the product of their masses. As the distance between the objects increases, the force of the pull decreases.

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

Dynamics Fields - Turbulence A turbulence field causes irregularities in the motion of affected objects. These irregularities are also called noise or jitter. You can combine turbulence with other fields to mimic the random motion in fluid or gaseous mediums such as water and air.

Dynamics Fields - Uniform A uniform field pushes objects in a uniform direction.

Dynamics Fields - Vortex 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.