How it works

From Scratch...

From a blank scene file , as DMM operates in meters , and maya at default is set to cm , you can change your default setting if needed in maya!

Create any primitive , or any model (while creating a model from scratch, always remember these points for the plugin to work...)

1 - the object should be watertight

2 - nonmanifold

After the construction of your model you can check if your model is good to go ,

go to DMMAsset -> verifyPolymesh

in the script editor if it says

DMM: Selected mesh(es) suitable for DMM use

then its a green light ...

If it complains then you have to go back to the drwaing board and figure out what the offending vertex/edge/face are..

on wireframe mode when verfiyPolymesh command is run it highlights the offending vertex/edge/face .

Next step after you have verified the object is good to go is to

go to DMMAsset -> Create DMM Object from Polymesh

this will wrap a cage arround your mesh

After this step go to EditDMM -> AssetManager

keep this open all the from this step as this will help navigating to various attributes of DMM object

In the Asset Manager selet the DMM material node -> this is where DMM defines how how the object deforms/breaks...

now go to DMM Material -> Assign New DMM Material -> (ceramic or any other material)

to check if it has assigned the material to the object , select the object and on your DMMAsset Manager, select DMM Material Node

if  DMMPhysMaterial points to ceramic then you are good , if not select the object and then DMM Material -> Assign Existing DMM Material -> ceramic

for your ground plane

Create DMM Cube

scale it in Y and , select the cube , in your DMMAssetManager ->  DMM Object Node -> select and in your attribute Editor -> click DMM Passive .

And now you are all set to run your simulation , if you have set everytnig right

you will see your object drop and when it meets the ground plane shatter! Viola

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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