Create Collisions with Bullet Rigid bodies

This workflow demonstrates the rigid body simulation and collision detection between any two of the three objects.

  1. In a new Maya scene, set the Maya Time Slider duration to 100 frames and ensure it is set to play back at frame 1.
  2. Create a polygon cube by selecting Create > Polygon Primitives > Cube > .
  3. Set the Width, Height, and Depth to 2, and click Create.
  4. Position the cube by setting its Translate values to the following:
    • X: 0
    • Y: 1
    • Z: 0
  5. Create a polygon sphere by selecting Create > Polygon Primitives > Sphere. Set the Radius to 1 and click Create.
  6. Position the sphere by setting its Translate values to:
    • X: -10
    • Y: 1
    • Z: 0
  7. Convert the cube and sphere to rigid bodies by -selecting them and selecting Bullet > Create Active Rigid Body.
  8. In the Outliner, select bulletSolver.
  9. In the Attribute Editor, turn on Ground Plane in the Solver Properties section.
  10. Select the cube and select its bulletRigidBodyShape node tab in the Attribute Editor.
  11. In the Rigid Body Properties section, set Friction to 0.1 , which reduces the force due to friction that is currently acting on the object.
  12. Set the Restitution to 0.0, so the cube will not bounce when the sphere strikes it.
    Note: Experiment with the Restitution settings to create a reaction from the cube as the sphere drives into it,
  13. Select the sphere and select its bulletRigidBodyShape node tab in the Attribute Editor.
  14. In the Rigid Body Properties section, set Friction to 0.1 and in the Forces/Impulses section, set Impulse along the X axis to 0.8.
  15. In the Collider Properties section, set Collider Shape Type to sphere. It is a good idea to match the Collider Shape type as closely to the shape you are using as possible. Play back the simulation.
    The Impulse attribute applies a force along the X axis causing the rigid body sphere to roll along the plane and collide with the cube, pushing it along.