- The
Bullet menu appears in the
FX menu set.
It contains the settings and options you need for the initial construction of your bullet simulation.
Note: Options in the
Bullet menu are for the initial set-up of your bullet elements; once you configure these settings, they become a default setting and persist until you change them. For example, if you open the
Active Rigid Body
window, and choose
Sphere as the
Collider Shape Type, every subsequent Rigid Body you create will have a sphere-type
Collider Shape Type. You can change these defaults if you choose another setting and click
Apply.
The
Bullet menu windows contain only the parameters required for the
creation of a bullet simulation. See
Bullet Attribute Editor Nodes for controls and settings that you can fine-tune the solver behavior.
Each option in the
Bullet menu has a corresponding shelf icon. Hover over the icon for a second to see the name of the tool.
To access these icons, select
Bullet from the shelf menu.
-
Active Rigid Body
- Sets the selected object (or objects) as an Active Rigid Body. For additional settings available only in the
Attribute Editor, see
Rigid Body Nodes.
Select
Bullet >
Active Rigid Body >
to view the
Active Rigid Body Options.
Note: You can set your Rigid Bodies to use
Maya Fields for greater control\s. See
Use Maya Fields in the Solver Nodes topic.
-
Kinematic Rigid Body
- Sets the selected object as a Kinematic Rigid Body. Kinematic Rigid Bodies can be animated during the simulation, but are not affected by the simulation itself. Because kinematic bodies can be moved, the Bullet physics simulation spends more time updating kinematic rigid bodies than static rigid bodies.
-
Passive Rigid Body
- Sets the selected object as a Passive Rigid Body. For additional settings available only in the
Attribute Editor, see
Rigid Body Properties.
Select
Bullet > Passive Rigid Body >
to view the
Passive Rigid Body Options options.
Note: The
Passive Rigid Body menu item only overrides the body type, otherwise it shares the same settings as the active rigid body settings.
-
Ragdoll
- Opens the
Ragdoll Options window.
Select
Bullet >
Ragdoll >
to view the
Ragdoll Options.
-
Soft Body
- Sets the selected object as an Soft Body. For additional settings available only in the
Attribute Editor, see
Soft Body Nodes.
Select
Bullet >Soft Body >
to view the
Soft Body Options.
-
Rigid Set
- Select
Rigid Set so you can simulate multiple objects at the same time while treating them as a single rigid body. This is useful when you have to perform solves that involve a large number of objects.
There are two states described in the Rigid Set Solver:
Rigid Initial State and
Rigid Solved State.
Note: You can view these states as well as any other
Rigid Set properties in the
Attribute Editor when you select the Solver.
See
Create a Rigid Set from Multiple Objects for information on how to group multiple objects in a
Rigid Set.
Select
Bullet >
Rigid Set >
to view the
Rigid Set Options.
-
Rigid Body Constraint
- Sets the select objects as elements used in a
Rigid Body Constraint.
Select
Bullet >
Rigid Body Constraint >
to view the
Rigid Body Constraint Options.
-
Soft Body Anchor
- Sets the selected objects as a
Soft Body Anchor. See
Create Bullet Soft Body Anchors for a workflow that involves creating a soft body anchor.
- Rigid Sets
- Lets you set the initial state of a simulation to a point in after the solve has already started, for example, walls comprised of stacked bricks might need to settled first before running the main simulation. The plugs will Mesh and Transform types.
For
Rigid Sets menu options, see
Rigid Sets Menu.
-
Soft Body Vertex Properties
- Lets you create soft body vertex properties.
-
Mass
-
Opens a window where you can enter the per-particle Mass amount. The
Mass setting represents the total mass of the soft body. The paintable
particleMass attribute is a scaling factor of the total mass on each vertex.
-
Linear Stiffness
- Opens a window where you can enter a value for the soft body
Linear Stiffness, which represents the amount of stretch is used with the soft body.
-
Bend Resistance
- Opens a window where you can enter a value to represent the soft body
Bend Resistance, which controls how strongly the bend constraints resist parts of the soft body bending.
Note: This attribute has no effect if the
Generate Bend Constraints option is off.
-
Paint Mass
- Lets you paint the per-particle mass amount. The
Mass setting represents the total mass of the soft body. The paintable
particleMass attribute is a scaling factor of the total mass on each vertex.
-
Paint Linear Stiffness
- Lets you paint the soft body
Linear Stiffness, which represents the amount of stretch is used with the soft body.
-
Paint Bend Resistance
- Lets you paint the soft body
Bend Resistance, which controls how strongly the bend constraints resist parts of the soft body bending.
Note: This attribute does nothing if the
Generate Bend Constraints option is off.
See
Paint Soft Body Vertex Properties for instruction on how to paint the vertices of a soft body object.
-
Add Colliders to Skeleton
- Lets you add colliders to the selected skeletons.
Select
Bullet >
Add Colliders to Skeleton >
to view the
Add Colliders to Skeleton Options.
- Export selection to Alembic
-
Bakes the selected objects into an Alembic cache file, which you can use to transfer Bullet simulations between various stages of a production pipeline. The contents of Alembic cache files are evaluated as Maya geometry and can be modified with polygon, NURBS, and subdivision surface editing tools.
See
Render a Bullet simulation with Alembic for an example of a workflow that uses Alembic caches with Bullet simulations. The
Bullet >
Export selection to Alembic setting only exports Bullet simulated objects. It does not export any other animated objects in the scene. If your scene has other, non-Bullet, animation, and you want to export these to an Alembic cache as well, make sure they are configured as kinematic rigid bodies.
Note: When you choose
Bullet >
Export Selection to Alembic, you are only exporting bullet objects (specifically objects with bulletRigidShapes as well as any objects that are members of bulletRigidSets). You can also select the
bulletRigidCollection node (or "solved state") node, which has the same effect as selecting the rigid set.
-
Export All to Alembic
- Bakes the entire scene into an Alembic cache file.
See
About Alembic Caches for more information on how the Alembic caching system works.
Note:
- Bullet Alembic export does not support namespaces. If the scene you are exporting from or to contains a namespace, you must remove it
before the merge process. Use the
Window >
General >
Namespace Editor
to remove the Namespace before exporting.
- Choose HDF5 format for the file export, as there is no Bullet support for Ogawa file format.
- Currently, Bullet Alembic Export does not support workflows where the geometry has had scaling applied. Remove any scaling and/or local pivot from objects
before attaching the Bullet Solver to the object.
-
Select Bullet Solver
- Selects the solver in the scene and opens it in the
Attribute Editor For additional information about Solver settings in the
Attribute Editor, see
Solver Properties.
Note: You can only view the Rigid Set properties in the Solver.
-
Remove Bullet from Selection
-
Disconnects only the selected objects from the bullet solve. This command also cleans up any nodes created to support the object, for example, if you remove a rigid set, the
Initial State and
Solved State are deleted as well.
To remove all Bullet solving from the scene, select
Delete Entire Bullet System, below.
-
Delete Entire Bullet System
- Lets you remove the entire bullet system from your scene, and restores the visibility of the original source geometry.
- Bullet Help
-
Opens the Maya User Guide directly to the Bullet documentation.
See also
the Bulletphysics.org blog for more information about Bullet Physics in a non-Maya context.
-
Interactive Playback
-
You cannot manipulate objects in the Maya scene during regular playback of a solve. But if you select
Interactive Playback during normal animation playback, you can move scene objects, such as passive rigid bodies, and see them interact in the Bullet simulation.
To use
Interactive Playback, the passive rigid body must have an additional transform as the parent so it does not interfere with the rigid body transform operation. Select the additional transform and start
Interactive Playback mode. You can change the Maya move, rotate, and scale tools and see the simulation update according to these changes.
Select
Interactive Playback during normal animation playback to move scene objects, such as passive rigid bodies, and see them interact in the Bullet simulation.
Note: Interactive Playback only works on passive rigid bodies.