MoGraph 2 - MoDynamics Part 1

MoDynamics seriously rock

MoGraph 2 introduces an incredible new Dynamics system

MoDynamics

The new MoGraph 2 module introduces a new dynamics system to the already powerful MoGraph tool set. This new system is referred to as MoDynamics. This is not a replacement for the old Dynamics module as generally MoGraph Clones are required for the dynamic objects. In addition to Cloner Objects, MoGraph Text Objects and the Fracture Object can also have dynamics applied to them. All the existing MoGraph effectors are available to manipulate the clones as before, plus the basic Particles system Modifiers like Wind and Turbulence can also be used to interact with the clones. This combination of effectors and particle modifiers give a huge range of control to the MoGraph scene. Rather than write their own Dynamics engine, MAXON has used the Bullet Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use.

MoDynamics is a rigid body system and provides gravitation and collision effects. The dynamic effects will work with parametric objects making it unnecessary to convert them to polygon objects. This also applies to SweepNURBS and ExtrudeNURBS etc.

There are three new MoGraph Objects: MoSpline, PolyFX and Force. More about these later.

Setting up MoGraph Dynamics

Basic Clone Drop

It is a simple matter of adding the MoGraph Rigid Body Tag from the Object Manager Tags sub-menu (or from the Right click pop up menu) to both the Cloner Object and a collision object. Even the Floor Object can be used as a collision object. The tag will automatically detect whether it is assigned to a Cloner Object or a Collision object. This is indicated by a different Rigid Body Tag icon in the Object Manager.

MoGraph Rigid Body Tag

Applying MoGraph Rigid Body Tag

Rigid body tags applied

Rigid body tags applied in Object Manager

With the default settings in the Rigid Body tags, pressing Play will start the dynamics and the clones will fall, collide with the floor and interact with each other as they roll on the floor. Even on a modest computer, Viewport playback speed should be reasonably fast. Note that enabling the Render Instances option on the Cloner object will improve playback speed. The video playing below is a screen capture showing how fast actual Viewport playback speed is on a modest computer (2.4Ghz Dual Core CPU and nVidia 7900GS graphics card).

Real time Viewport playback speed is fast

On very complex scenes playback speed will obviously slow down. With these scenes you can apply a MoGraph Cache Tag and bake the animation. Note that caching MoDynamics does not generate any keyframes. Also note that once MoDynamics are cached many of the settings on the Rigid Body Tag are no longer available (and they would have no effect anyway since the dynamics are cached)

MoGraph rigid body tag applied to collider object Here are the settings for a MoGraph Dynamics Tag when applied to a collider object.

Rigid body tag applied to collider object

Rigid Body Tag applied to collider object

Briefly the settings and what they do are:

Friction - Press Play to view animation

Collision Noise - Press Play to view animation

MoGraph rigid body tag applied to cloner object Here are the settings for a MoGraph Dynamics Tag showing the Dynamics and Collision Tabs applied to a Cloner Object. Same tag as before but some extra settings and options. The tag is displayed differently in the Object Manager. I'll come to the Mass and Force Tabs on the next page as these are advanced settings.

MoGraph Rigid Body tag settings

Cloner object -Rigid Body Tag settings: Dynamics and Collision Tabs

Briefly the settings for the Dynamics and Collision Tabs explained are:

Trigger is explained and demonstrated here on the next page.

Custom Initial Velocity is explained and demonstrated here on the next page.

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Review by C4D Cafe   © 2009