You can apply dynamic forces to move the shards, and turn collisions on when the shards are no longer touching (see Connect shards to fields).įor complete information on effects you can create with rigid bodies, see Maya Classic Dynamics. Collisions are turned off to prevent interpenetration errors from occurring while the shards are touching.
rigid bodies with collisions offīreaks the object into rigid bodies. To repeat the same cracks, set the Seed Value to the same value it was for the desired cracks, and pick the same vertex. To do this, you pick the same vertex each time while changing the Seed Value to values greater than 0.
#Maya 2022 crack crack
You can use this option to quickly find crack patterns you like, then repeat the crack shatter using the desired post operation option. Creates crack lines without actually breaking the object. cracks on surfaceĪpplies to Crack Shatter effects. If you plan to animate the shards using Dynamic forces, you might want to use the rigid body or soft body post operation options. Once the object has been broken into shapes, you can apply any type of animation to the shards, such as keyframing. You can edit the extrusion amount after you create the shatter, see Change the extrusion value of a shard.īreaks the object into shapes called shards. A positive value pushes the surface outward to create thickness a negative value pushes the surface inward. Extrude ShardsĪpplies to Surface Shatter and Crack Shatter effects. Specifies the unevenness of the shattered edges. Edge jagginessĪpplies to Solid Shatter and Crack Shatter effects. If the Crack Length exceeds the distance from the selected vertices to the edge of the surface, the crack terminates at the edge. Crack lengthĪpplies to Crack Shatter effects. Specifies the number of cracks created in the shatter. Crack countĪpplies to Crack Shatter effects. High Shard Count values may not create the exact number of shards. For surface shatters, if the Shard Count is greater than the number of polygons in the object, Maya creates a shard out of each individual polygon.
Getting Helpīoth Animal Logic and Pixar have their own Google interest groups which will remain great places to go with questions.Specifies the number of pieces the object is broken into. The list of those contributors is kept here. Pixar maintains a list of contributors to USD in their documentation here, and as we start working together to merge the two existing plugins it is also important to acknowledge the amount of work that individuals put in on the Animal Logic plugin as well. The goal of this project is to work directly with Pixar and Animal Logic, as well as other key contributors, in order to merge the best of both into a single supported plugin. Both plugins have a strong community of users, but some have questioned when Autodesk would eventually release an officially supported plugin themselves. Two popular choices, used individually as well as together, have been the Pixar USDMaya plugin that has been part of USD itself, and Animal Logic's, which was separately released as Open Source. Read more about Pixar's USD here MotivationĪs USD gains in popularity many studios have been wondering what plugin they should deploy within their pipelines. USD for Maya is a project to create a Maya plugin, as well as reusable libraries, that provide translation and editing capabilities for Pixar Animation Studios Universal Scene Description (USD).