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 23-09-2006, 05:58 PM #1 Lt Jim Subscriber     Join Date: Sep 2004 Location: Queens, New York City Posts: 367 Basic Rigid Body question I have been concentrating on modelling, rigging, and animation and have had precious little time to fiddle with dynamics (OK, I created lightning and fire, but...). I've tried this before with no luck. Basically, what I am trying to do is to get a cube to travel over a "hilly surface", as if the cube were a tank and the nurbs plane was hilly ground. It would seem easy. Create a cube, create (and deform) a NURBS plane; make the cube an active rigid body and the plane a passive rigid body. set a few parameters, have the cube travel in the "Z" direction, and that's it. Oh, yes...I also know to set the timeline to "Play Every Frame". Every time I try this nothing happens. Most of the rigid body tuts I've seen deal with things like bowling pins, &c. I don't even want to get that complex! In the end, I hope to make the cube a proxy object for a tank model, which will hopefully negotiate the "hilly" NURBS object. My "workaround" is to animate it all by hand without dynamics. ANY LEADS?? :-) Thanks in advance! :-) __________________ "Ad astra per aspera..."
 23-09-2006, 09:07 PM #2 gster123 Moderator     Join Date: May 2005 Location: Manchester Uk Posts: 6,300 I'd give particles a go, create one particle and instance your cube to it then use fields to moe it over the surface (with the particle colliding with the nurbs plane but with very little "bounce" to it to stop if flying off)
 24-09-2006, 12:52 AM #3 Lt Jim Subscriber     Join Date: Sep 2004 Location: Queens, New York City Posts: 367 Thanks, Gster, hadn't thought about that! :-) I think the idea is to use the cube (or whatever shape) as a proxy object (parented to the actual model which remains invisible until render time). Now that the hard part of my reel is finished (about three minutes of character animation), I will have time to figure all this out! Again, thanks! I will let you know what happened! __________________ "Ad astra per aspera..."
24-09-2006, 01:49 AM   #4
Alan
Moderator

Join Date: Oct 2002
Location: London, UK
Posts: 2,800
you don't need particles at all. You can do it very very easily with a geometry and normal constraint. have a look at this scene file. Play the animation to see what I mean.

A
Attached Files
 cubeonsurface.ma (123.3 KB, 46 views)
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