Introduction to Physics in MotionBuilder

In this course, we will learn how to use the Physics system in MotionBuilder. This project will give us a quick primer to physics in MotionBuilder and get you on your way to simulating hard body dynamics in no time. Software required: MotionBuilder 2009 and up.
Course info
Level
Beginner
Updated
Aug 4, 2009
Duration
37m
Table of contents
Description
Course info
Level
Beginner
Updated
Aug 4, 2009
Duration
37m
Description

In this course, we will learn how to use the Physics system in MotionBuilder. This project will give us a quick primer to physics in MotionBuilder and get you on your way to simulating hard body dynamics in no time. This course will teach you how to use rigid body objects and how to make them active and passive as well as active only at collisions. We will also learn how to properly set-up ragdolls, which enable rigid bodies on characters, and the best ways to utilize ragdolls with rigid bodies for some knock out animation. Software required: MotionBuilder 2009 and up.

About the author
About the author

Originally from Lagos, Nigeria, Sunder has made great headway in both the interactive game design and 3D animation worlds.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] Hello there. My name is Sunder here with digital tutors and Autodesk Authorized Publisher. And in this series of lessons, we will learn how to use physics in motion Builder. With the new physics system, animation based on forces and collisions can be mathematically solved and stored so you don't have to keep from such motions. We will learn about the physics, silver and its properties and not a set of dynamics with it. We love to learn about the rigid body objects and how to make them active, passive and active collisions. We'll also learn how to properly set up rag dolls, which enabled rigid bodies on characters and also how to use rag dolls with the rigid bodies. For some knockout animation, we'll learn how to use store the above mentioned simulations into normal key frames. So that way they don't need to be re simulated, and they can tweet easily using conventional motion builder tools. So this project will give us a quick primer to using physics in motion builder and get you on your way to simulating Hardbody Dynamics in no time