In a new Maya scene, set the Time Slider duration to 100 frames and ensure it is set to play back at frame 1.
- Create a Polygon Cube to be your wall. Select Create > Polygon Primitives > Cube > .
- Set:
- Width to 0.5
- Height to 5
- Depth to 10
Then click Create.
- In the Attribute Editor or Channel Box, with the cube still selected, set the Transform Attributes > Translate values to:
This positions the wall at the back end of the grid.
- Select Edit > Delete by Type > History.
- Use the Shatter tool to set fractures for the wall. See Create shatter.
Note: Solid Shatter is recommended.
- Create a cannon ball to fire at your wall. Select Create > Polygon Primitives > Sphere.
- In the Attribute Editor or Channel Box, with the sphere selected, set the Transform Attributes > Translate Y- Axis values to 1.0. This sets it on top of the ground plane.
- Select the wall. (To avoid selecting one of its fragments, select Window > Outliner, and select SolidShatter1).
- Select Bullet > Create Rigid Sets > Create Rigid Set from Selected Objects.
- In solidShatter1SetInitalState node, set the Collider Shape Type to Hull in the Collision Attributes section. (If you choose anything other than Hull as a shape type, the fragments intersect and explode when you play the simulation.)
- Make sure that the Initial Conditions for your Rigid Body wall shape is set with the Never Sleeps setting off and the Initially Sleeping setting on or the wall self-destructs the moment you press Play.
- Make sure Initial Velocity are all set to 0.
- Click Apply and Close.
- Select the Sphere and select Bullet > Create Active Rigid Body > .
- In the Sphere's Collider Properties, set Collider Shape Type to Sphere.
- Disable Initially Sleeping and set the Sphere's Initial Velocity settings to:
and click Apply and Close. This velocity setting is used to launch the sphere at the wall.
- Select bullerSolver1 in the Outliner, and turn on Ground Plane in the Solver Properties area of the bulletSolverShape node.
- Click Play to view the simulation.