MODO Dynamics
Physics-based Object Interactions
MODO includes built-in rigid and soft body dynamics for the creation of astonishingly realistic animations where objects collide and deform and come to rest according to the laws of physics.
Bullet Physics Engine
Dynamics calculations in MODO simplifies the setup and execution of complex physical simulations by combining robust collision detection with a variety of constraints, forces, and controls. Dynamics is based on version 2.8 of the popular Bullet Physics engine.
Setting Up a Simulation
To use Dynamics simply tag which items in your MODO scene are going to be dynamic – this makes them ready to respond to natural forces when you press Play on the timeline. For more control, items in MODO can be given “wake-up” conditions and an initial “impulse” behavior. A common wake-up event would be a collision, perhaps with an impulse behavior to jump up slightly and then respond to the force of gravity. Or you might choose to have some objects become dynamic only when they are triggered (e.g. reach a certain keyframe). You can create rigs in MODO to establish more elaborate trigger conditions that invoke dynamic forces such as when two objects reach a certain distance from one another.
A Range of Uses
Dynamics makes it easy to set up convincing animations where objects and particles collide and interact with one another. This goes far beyond tumbling a pair of dice, you can animate capes and swinging ropes just as well. recoil is also ideal for setting of stacks of objects at rest (like a mountain of hair dryers).
Simple collision dynamics used to good effect by Andy Probst (some post production here as well).
This video shows the excellent stability of Dynamics solving and some nice secondary motions.
“The Dynamics engine is so muuuuch fun, I just added a ‘kicker’ inside the toaster and animated the trigger and collision for each slide of toast to start the sim at the right frame, because all the bread are already inside the toaster. That’s all I did, it’s just that simple, great ! =)”
— Andy Probst
Subsurface scattering and heavy depth-of-field used on this “slo mo” sequence.
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