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Maya Dynamics Basics
Lab 4: Field & Collision Effect
Author: Khieu Van Bang
Email: tribang.nd@gmail.com
CONTENTS
 Field:
 What is field ? How to add dynamic field ?
 Work with fields.
 Collision effect:
 What is collision effect ?
 Make collide.
 Make particle collision events.
 Examples:
 Creating waterfalls.
 Rain on car.
Field & Collision Effect
1) FIELD BASICS
1) FIELD BASICS
1.1) What is field ? How to add dynamic field ?
1.2) Work with fields.
Field & Collision Effect
1.1) What is Field ?
1) FIELD BASICS
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.
 Volume Axis fileds.
1) FIELD BASICS
Fields - Air
o 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.
o You can parent an air field to a moving part of an object to simulate a wake of
air from the moving part.
Types of Field
1) FIELD BASICS
Fields - Air
Types of Field
o Wind: effects of wind.
o Wake: movement of air disrupted and pulled along by a
moving object.
o Fan: a local fan effect.
o Magnitude: strength of the air field.
o Attenuation: strength of the field diminishes as distance to
the affected object increases.
o Direction X, Y, Z :Specifies the direction the air blows.
o Speed: Controls how quickly the connected objects match the
velocity of the air field.
o Inherit Rotation: rotating or parented to a rotating object, the
air flow undergoes that same rotation.
o Component Only: direction specified by the combination of
its Direction, Speed, and Inherit Velocity attributes.
o Enable Spread: Specifies whether to use the Spread angle.
o Spread : Represents the angle from the Direction settings
within which objects are affected by the air field.
o Use Max Distance: connected objects within the area defined
by the Max Distance.
o Max Distance: Sets the maximum distance from the air field
at which the field is exerted.
1) FIELD BASICS
Types of Field
Fields - Drag
o A drag field exerts a friction or braking force on an object that’s animated with
dynamic motion.
1) FIELD BASICS
Types of Field
Fields - Drag
o Magnitude: Sets the strength of the drag field. The greater
the magnitude, the greater the braking force on the moving
object.
o Attenuation: Sets how much the strength of the field
diminishes as distance to the affected object increases. The
rate of change is exponential with distance; the Attenuation
is the exponent. If you set Attenuation to 0, the force
remains constant over distance.
o Use Direction: Specifies that the braking force is exerted
only against the object’s velocity that lies along Direction X,
Y, Z. Available in the Attribute Editor only.
o Use Max Distance: If you turn on Use Max Distance,
connected objects within the area defined by the Max
Distance setting are affected by the drag field. Any
connected objects outside the Max Distance are not
affected by the drag field. Available in Attribute Editor only.
1) FIELD BASICS
Types of Field
Fields - Gravity
o A gravity field simulates the Earth's gravitational force. It accelerates objects in
a fixed direction.
1) FIELD BASICS
Types of Field
Fields - Gravity
o Magnitude: Sets the strength of the gravity field. The
greater the magnitude, the faster the objects will
accelerate in the direction of the gravitational force.
o Attenuation: Sets how much the strength of the field
diminishes as distance to the affected object increases. The
rate of change is exponential with distance; the
Attenuation is the exponent. If you set Attenuation to 0,
the force remains constant over distance.
o Direction X, Y, Z: Sets the direction of the gravitational
force.
o Use Max Distance: If you turn on Use Max Distance,
connected objects within the area defined by the Max
Distance setting are affected by the gravity field. Any
connected objects outside the Max Distance are not
affected by the gravity field.
1) FIELD BASICS
Types of Field
Fields - Newton
o 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.
1) FIELD BASICS
Types of Field
Fields - Newton
o Magnitude: strength of the newton field
o Attenuation : strength of the field diminishes as
distance to the affected object increases.
o Min Distance: minimum distance from the newton
field.
o Use Max Distance: connected objects within the
area defined.
o Max Distance: maximum distance from the newton
field.
1) FIELD BASICS
Types of Field
Fields - Radial
o A radial field pushes objects away or pulls them toward itself, like a magnet.
1) FIELD BASICS
Types of Field
Fields - Radial
o Magnitude: strength of the radial field.
o Attenuation: strength of the field diminishes as
distance to the affected object increases.
o Radial Type: Specifies how the radial field’s effect
diminishes with Attenuation.
o Use Max Distance : connected objects.
o Max Distance : maximum distance from the
radial field that the field is exerted.
1) FIELD BASICS
Types of Field
Fields - Turbulence
Soft body before being
connected to turbulence field.
Soft body after being connected to
turbulence field.
o 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.
1) FIELD BASICS
Types of Field
Fields - Turbulence
o Frequency: frequency of the turbulence field.
o Phase X, Y, Z : phase shift of the turbulence field.
o Interpolation Type : Linear specifies a linear interpolation
between values in the noise table.
o Noise Level: The greater the value, the more irregular the
turbulence.
o Noise Ratio: Specifies the weighting of successive lookups.
The weights are cumulative.
1) FIELD BASICS
Types of Field
Fields - Uniform
o A uniform field pushes objects in a uniform direction.
1) FIELD BASICS
Types of Field
Fields - Uniform
o Magnitude : strength of the uniform field.
o Attenuation : strength of the field diminishes as
distance to the affected object increases.
o Direction X, Y, Z : Specifies the direction the uniform
field pushes objects.
o Use Max Distance : connected objects within the area
defined by the Max Distance setting are affected by
the uniform field.
o Max Distance : maximum distance from the uniform
field that the field is exerted.
1) FIELD BASICS
Types of Field
Fields - Vortex
o 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.
1) FIELD BASICS
Types of Field
Fields - Vortex
o Magnitude : strength of the vortex field.
o Attenuation : strength of the field diminishes as
distance to the affected object increases.
o Axis X, Y, Z : Specifies the axis around which the vortex
field exerts its force.
o Use Max Distance : connected objects within the area
defined by the Max Distance setting are affected by
the vortex field.
o Max Distance : maximum distance from the vortex
field that the field is exerted.
1) FIELD BASICS
Types of Field
Fields – Volume axis
 The Volume Axis field lets you move objects, including particles and nParticles, in various directions
in a volume. The motion imparted on the object is relative to the axis of the volume.
 You can use the Volume Axis field to create effects such as particles flowing around obstacles, solar
flares, mushroom clouds, explosions, tornadoes, and rocket exhaust.
1) FIELD BASICS
Types of Field
Fields – Volume axis
o Magnitude : Specifies the strength of the volume axis
field.
o Attenuation: strength of the field diminishes from the
central axis of the volume axis field.
o Max Distance : Sets the maximum distance at which the
field has an effect.
o Volume Shape : Specifies the closed volume that defines
the area in which the volume axis field affects particles
and rigid bodies.
o Volume Offset X, Y, Z: Offsets the volume axis field from
the actual location of the field.
o Volume Sweep : Defines the extent of the rotation for all
volume shapes except cube. This can be a value from 0
to 360 degrees.
o Section Radius : Defines the thickness of the solid
portion of a torus volume shape.
o Invert Attenuation : strength of the volume axis field is
strongest at the edge.
1) FIELD BASICS
Types of Field
Fields – Volume axis
o Away From Center : move away from the center point of cube or sphere volumes.
o Away From Axis : move away from the central axis of cylinder, cone, or torus volumes.
o Along Axis : move along the central axis of all volumes.
o Around Axis : move around the central axis of all volumes.
o Directional Speed : Adds speed in the direction specified.
o Direction X, Y, Z : Moves particles in the directions specified by the X, Y, and Z axes.
o Turbulence : intensity of a force simulating a turbulent wind that evolves over time.
o Turbulence Speed : rate of change of the turbulence over time.
o Turbulence Frequency X, Y, Z : repeats of the turbulence function fit inside the bounding volume of
the emitter.
o Turbulence Offset X, Y, Z : translate the turbulence within the volume. Animating it can simulate
blowing turbulent wind.
o Detail Turbulence : relative intensity of a second higher frequency turbulence.
1) FIELD BASICS
1.1) What is field ? How to add dynamic field ?
1.2) Work with fields.
Field & Collision Effect
1) FIELD BASICS
1.2) Work with fields
 Create fields
1
 Connect objects to the field
1) FIELD BASICS
1.2) Work with fields
o Use Dynamic Relationships
1
2
 Edit field attributes
1) FIELD BASICS
1.2) Work with fields
Step 1: Select the field you want to edit.
You can select the particle object connected to
the field and the Attribute Editor displays a tab
for the field.
Step 2: Do one of the following:
o Use the Attribute Editor or Channel Box to
set the attributes. The attributes are
described in the field descriptions in this
chapter.
o Use the workspace manipulators to edit
commonly used field attributes.
Field & Collision Effect
2) COLLISSION EFFECT
Field & Collision Effect
2) COLLISION EFFECT
2.1) What is collision effect ?
2.2) Make collide.
2.3) Edit connector.
2.4) Make particle collision events.
2.1) What is collision effect ?
2) COLLISION EFFECT
Collision effect is an event effect in which two or more bodies exert forces on each other
for a relatively short time.
Field & Collision Effect
2) COLLISION EFFECT
2.1) What is collision effect ?
2.2) Make collide.
2.3) Edit connector.
2.4) Make particle collision events.
2) COLLISION EFFECT
2.2) Make collide
1
2
3
 What is collide ?
 How to create a collider?
2) COLLISION EFFECT
2.2) Make collide
How to create it ?
Field & Collision Effect
2) COLLISION EFFECT
2.1) What is collision effect ?
2.2) Make collide.
2.3) Edit connector.
2.4) Make particle collision events.
 Tesselation Fator: attribute represents the approximate number of polygons in the tessellated
surface.
 Reslience: sets how much the colliding particle’s velocity parallel to the surface decreases or
increases as it bounces off the collision surface.
2) COLLISION EFFECT
2.3) Edit Connector
 Friction: rebound occurs. A value of 0 makes particles collide with no bounce. A value of 1 causes
particles to rebound fully.
 Offeset.
2) COLLISION EFFECT
2.3) Edit Connector
 Tesselation Fator
2) COLLISION EFFECT
2.3) Edit Connector
 Reslience
2) COLLISION EFFECT
2.3) Edit Connector
 Friction
Field & Collision Effect
2) COLLISION EFFECT
2.1) What is collision effect ?
2.2) Make collide.
2.3) Edit connector.
2.4) Make particle collision events.
2) COLLISION EFFECT
2.4) Make particle collision events.
 Event effect in which two or more bodies exert forces on each other for a relatively
short time.
Object 1
Object 2
2) COLLISION EFFECT
2.4) Make particle collision events.
4
5
6
7
8
 Create a collision event in Maya.
2
1
3
Field & Collision Effect
3) EXAMPLES
3.1) Creating waterfalls.
3.2) Rain splashing on the floor.
Field & Collision Effect
3) EXAMPLES
3) EXAMPLES
3.1) Creating star effect.
Using Turbulence field.
3.1) Water poured into a glass.
3.2) Rain on car.
Field & Collision Effect
3) EXAMPLES
3) EXAMPLES
3.2) Rain on car.
This example is a form of Collision effect.
3) EXAMPLES
You can create it
Thanks!

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Session 04 – field & collision effect

  • 1. Maya Dynamics Basics Lab 4: Field & Collision Effect Author: Khieu Van Bang Email: tribang.nd@gmail.com
  • 2. CONTENTS  Field:  What is field ? How to add dynamic field ?  Work with fields.  Collision effect:  What is collision effect ?  Make collide.  Make particle collision events.  Examples:  Creating waterfalls.  Rain on car.
  • 3. Field & Collision Effect 1) FIELD BASICS
  • 4. 1) FIELD BASICS 1.1) What is field ? How to add dynamic field ? 1.2) Work with fields. Field & Collision Effect
  • 5. 1.1) What is Field ? 1) FIELD BASICS 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.  Volume Axis fileds.
  • 6. 1) FIELD BASICS Fields - Air o 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. o You can parent an air field to a moving part of an object to simulate a wake of air from the moving part. Types of Field
  • 7. 1) FIELD BASICS Fields - Air Types of Field o Wind: effects of wind. o Wake: movement of air disrupted and pulled along by a moving object. o Fan: a local fan effect. o Magnitude: strength of the air field. o Attenuation: strength of the field diminishes as distance to the affected object increases. o Direction X, Y, Z :Specifies the direction the air blows. o Speed: Controls how quickly the connected objects match the velocity of the air field. o Inherit Rotation: rotating or parented to a rotating object, the air flow undergoes that same rotation. o Component Only: direction specified by the combination of its Direction, Speed, and Inherit Velocity attributes. o Enable Spread: Specifies whether to use the Spread angle. o Spread : Represents the angle from the Direction settings within which objects are affected by the air field. o Use Max Distance: connected objects within the area defined by the Max Distance. o Max Distance: Sets the maximum distance from the air field at which the field is exerted.
  • 8. 1) FIELD BASICS Types of Field Fields - Drag o A drag field exerts a friction or braking force on an object that’s animated with dynamic motion.
  • 9. 1) FIELD BASICS Types of Field Fields - Drag o Magnitude: Sets the strength of the drag field. The greater the magnitude, the greater the braking force on the moving object. o Attenuation: Sets how much the strength of the field diminishes as distance to the affected object increases. The rate of change is exponential with distance; the Attenuation is the exponent. If you set Attenuation to 0, the force remains constant over distance. o Use Direction: Specifies that the braking force is exerted only against the object’s velocity that lies along Direction X, Y, Z. Available in the Attribute Editor only. o Use Max Distance: If you turn on Use Max Distance, connected objects within the area defined by the Max Distance setting are affected by the drag field. Any connected objects outside the Max Distance are not affected by the drag field. Available in Attribute Editor only.
  • 10. 1) FIELD BASICS Types of Field Fields - Gravity o A gravity field simulates the Earth's gravitational force. It accelerates objects in a fixed direction.
  • 11. 1) FIELD BASICS Types of Field Fields - Gravity o Magnitude: Sets the strength of the gravity field. The greater the magnitude, the faster the objects will accelerate in the direction of the gravitational force. o Attenuation: Sets how much the strength of the field diminishes as distance to the affected object increases. The rate of change is exponential with distance; the Attenuation is the exponent. If you set Attenuation to 0, the force remains constant over distance. o Direction X, Y, Z: Sets the direction of the gravitational force. o Use Max Distance: If you turn on Use Max Distance, connected objects within the area defined by the Max Distance setting are affected by the gravity field. Any connected objects outside the Max Distance are not affected by the gravity field.
  • 12. 1) FIELD BASICS Types of Field Fields - Newton o 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.
  • 13. 1) FIELD BASICS Types of Field Fields - Newton o Magnitude: strength of the newton field o Attenuation : strength of the field diminishes as distance to the affected object increases. o Min Distance: minimum distance from the newton field. o Use Max Distance: connected objects within the area defined. o Max Distance: maximum distance from the newton field.
  • 14. 1) FIELD BASICS Types of Field Fields - Radial o A radial field pushes objects away or pulls them toward itself, like a magnet.
  • 15. 1) FIELD BASICS Types of Field Fields - Radial o Magnitude: strength of the radial field. o Attenuation: strength of the field diminishes as distance to the affected object increases. o Radial Type: Specifies how the radial field’s effect diminishes with Attenuation. o Use Max Distance : connected objects. o Max Distance : maximum distance from the radial field that the field is exerted.
  • 16. 1) FIELD BASICS Types of Field Fields - Turbulence Soft body before being connected to turbulence field. Soft body after being connected to turbulence field. o 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.
  • 17. 1) FIELD BASICS Types of Field Fields - Turbulence o Frequency: frequency of the turbulence field. o Phase X, Y, Z : phase shift of the turbulence field. o Interpolation Type : Linear specifies a linear interpolation between values in the noise table. o Noise Level: The greater the value, the more irregular the turbulence. o Noise Ratio: Specifies the weighting of successive lookups. The weights are cumulative.
  • 18. 1) FIELD BASICS Types of Field Fields - Uniform o A uniform field pushes objects in a uniform direction.
  • 19. 1) FIELD BASICS Types of Field Fields - Uniform o Magnitude : strength of the uniform field. o Attenuation : strength of the field diminishes as distance to the affected object increases. o Direction X, Y, Z : Specifies the direction the uniform field pushes objects. o Use Max Distance : connected objects within the area defined by the Max Distance setting are affected by the uniform field. o Max Distance : maximum distance from the uniform field that the field is exerted.
  • 20. 1) FIELD BASICS Types of Field Fields - Vortex o 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.
  • 21. 1) FIELD BASICS Types of Field Fields - Vortex o Magnitude : strength of the vortex field. o Attenuation : strength of the field diminishes as distance to the affected object increases. o Axis X, Y, Z : Specifies the axis around which the vortex field exerts its force. o Use Max Distance : connected objects within the area defined by the Max Distance setting are affected by the vortex field. o Max Distance : maximum distance from the vortex field that the field is exerted.
  • 22. 1) FIELD BASICS Types of Field Fields – Volume axis  The Volume Axis field lets you move objects, including particles and nParticles, in various directions in a volume. The motion imparted on the object is relative to the axis of the volume.  You can use the Volume Axis field to create effects such as particles flowing around obstacles, solar flares, mushroom clouds, explosions, tornadoes, and rocket exhaust.
  • 23. 1) FIELD BASICS Types of Field Fields – Volume axis o Magnitude : Specifies the strength of the volume axis field. o Attenuation: strength of the field diminishes from the central axis of the volume axis field. o Max Distance : Sets the maximum distance at which the field has an effect. o Volume Shape : Specifies the closed volume that defines the area in which the volume axis field affects particles and rigid bodies. o Volume Offset X, Y, Z: Offsets the volume axis field from the actual location of the field. o Volume Sweep : Defines the extent of the rotation for all volume shapes except cube. This can be a value from 0 to 360 degrees. o Section Radius : Defines the thickness of the solid portion of a torus volume shape. o Invert Attenuation : strength of the volume axis field is strongest at the edge.
  • 24. 1) FIELD BASICS Types of Field Fields – Volume axis o Away From Center : move away from the center point of cube or sphere volumes. o Away From Axis : move away from the central axis of cylinder, cone, or torus volumes. o Along Axis : move along the central axis of all volumes. o Around Axis : move around the central axis of all volumes. o Directional Speed : Adds speed in the direction specified. o Direction X, Y, Z : Moves particles in the directions specified by the X, Y, and Z axes. o Turbulence : intensity of a force simulating a turbulent wind that evolves over time. o Turbulence Speed : rate of change of the turbulence over time. o Turbulence Frequency X, Y, Z : repeats of the turbulence function fit inside the bounding volume of the emitter. o Turbulence Offset X, Y, Z : translate the turbulence within the volume. Animating it can simulate blowing turbulent wind. o Detail Turbulence : relative intensity of a second higher frequency turbulence.
  • 25. 1) FIELD BASICS 1.1) What is field ? How to add dynamic field ? 1.2) Work with fields. Field & Collision Effect
  • 26. 1) FIELD BASICS 1.2) Work with fields  Create fields 1
  • 27.  Connect objects to the field 1) FIELD BASICS 1.2) Work with fields o Use Dynamic Relationships 1 2
  • 28.  Edit field attributes 1) FIELD BASICS 1.2) Work with fields Step 1: Select the field you want to edit. You can select the particle object connected to the field and the Attribute Editor displays a tab for the field. Step 2: Do one of the following: o Use the Attribute Editor or Channel Box to set the attributes. The attributes are described in the field descriptions in this chapter. o Use the workspace manipulators to edit commonly used field attributes.
  • 29. Field & Collision Effect 2) COLLISSION EFFECT
  • 30. Field & Collision Effect 2) COLLISION EFFECT 2.1) What is collision effect ? 2.2) Make collide. 2.3) Edit connector. 2.4) Make particle collision events.
  • 31. 2.1) What is collision effect ? 2) COLLISION EFFECT Collision effect is an event effect in which two or more bodies exert forces on each other for a relatively short time.
  • 32. Field & Collision Effect 2) COLLISION EFFECT 2.1) What is collision effect ? 2.2) Make collide. 2.3) Edit connector. 2.4) Make particle collision events.
  • 33. 2) COLLISION EFFECT 2.2) Make collide 1 2 3  What is collide ?  How to create a collider?
  • 34. 2) COLLISION EFFECT 2.2) Make collide How to create it ?
  • 35. Field & Collision Effect 2) COLLISION EFFECT 2.1) What is collision effect ? 2.2) Make collide. 2.3) Edit connector. 2.4) Make particle collision events.
  • 36.  Tesselation Fator: attribute represents the approximate number of polygons in the tessellated surface.  Reslience: sets how much the colliding particle’s velocity parallel to the surface decreases or increases as it bounces off the collision surface. 2) COLLISION EFFECT 2.3) Edit Connector  Friction: rebound occurs. A value of 0 makes particles collide with no bounce. A value of 1 causes particles to rebound fully.  Offeset.
  • 37. 2) COLLISION EFFECT 2.3) Edit Connector  Tesselation Fator
  • 38. 2) COLLISION EFFECT 2.3) Edit Connector  Reslience
  • 39. 2) COLLISION EFFECT 2.3) Edit Connector  Friction
  • 40. Field & Collision Effect 2) COLLISION EFFECT 2.1) What is collision effect ? 2.2) Make collide. 2.3) Edit connector. 2.4) Make particle collision events.
  • 41. 2) COLLISION EFFECT 2.4) Make particle collision events.  Event effect in which two or more bodies exert forces on each other for a relatively short time. Object 1 Object 2
  • 42. 2) COLLISION EFFECT 2.4) Make particle collision events. 4 5 6 7 8  Create a collision event in Maya. 2 1 3
  • 43. Field & Collision Effect 3) EXAMPLES
  • 44. 3.1) Creating waterfalls. 3.2) Rain splashing on the floor. Field & Collision Effect 3) EXAMPLES
  • 45. 3) EXAMPLES 3.1) Creating star effect. Using Turbulence field.
  • 46. 3.1) Water poured into a glass. 3.2) Rain on car. Field & Collision Effect 3) EXAMPLES
  • 47. 3) EXAMPLES 3.2) Rain on car. This example is a form of Collision effect.
  • 48. 3) EXAMPLES You can create it