Hi Iraklis, welcome to the group. I would be happy to help you some day
walk you through what I know of Maya's physics engine. Please write back
some time and I will schedule a time to chat with you.

Again welcome to the group,

Mike


On Thu, Dec 20, 2012 at 9:10 AM, Iraklis Akritas
<[email protected]>wrote:

> Hi everyone,
>
> I have recently joined the group and I am thoroughly enjoying the
> discussions, really useful and informative indeed for people new to Maya
> like myself.
>
> My question is related to the process of creating a custom rigid body node
> to work within Maya. I want to practice and develop my physics programming
> skills so I decided to take on this task. I have experience with the C++
> API but not so much with the Python one other than internal UI things,
> therefore I decided to use Python to tackle this task as I believe it will
> be faster to create some sort of a prototype.
>
> Would anyone with any insight in this area be able to give me a breakdown
> of how to approach this task?
>
> More specifically:
>
> 1. What kind of node would a rigid body need to be? I am aware that you
> can have a deformer node for example, will a rigid body be based on that on
> something else?
>
> 2. I noticed that Maya uses the concept of fields for adding physics such
> as gravity etc, do I need to develop a custom field somehow to work along
> the rigid body node?
>
> 3. Any examples out there that I can have a look and gain some more
> knowledge from?
>
> 4. How do I go about testing physics code within Maya?
>
> For example my primary goal would be to have a sphere, or a mesh be
> affected by gravity then add collision and more attributes like friction,
> velocity etc.
>
> Just to clarify, I am mostly after on how to tackle this in terms of Maya
> and not the actual physics code.
>
> Thanks for all your help and time in advance,
>
> Iraklis
>
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