Cyber Monday Sale! 50% off themes, plugins, graphics, audio + video! Cyber Monday Sale! Download Now
Advertisement
  1. 3D & Motion Graphics
  2. Maya
Cgi

Destructing Elements in Maya With PullDownIt: Part 7

by
Difficulty:IntermediateLength:ShortLanguages:
Final product image
What You'll Be Creating

1. Setting Up Particle Emission

Step 1

Open Maya.

Open Maya
Open Maya

Step 2

Jump in the Dynamics mode so that you get the dynamics menu items.

Dynamics mode
Dynamics mode

Step 3

Go to Particles > Create Emitter and click on the option box.

Particles  Create Emitter
Particles > Create Emitter 

Step 4

In the Emitter Options box, give the emitter a name as Particles Emission. Set the values of Emitter type to Volume and Volume shape to Cylinder and then click on Create button to create the emitter in the viewport.

Emitter Options box
Emitter Options box

Step 5

The default timeline length is up to 24 frames only. You need to Increase the frames number on the timeline because in order to view the particles act, you need more numbers of frames. Increase the frame numbers to 300 as shown in the following image.

Increase the frames number
Increase the frames number

Step 6

With the emitter icon selected, press Ctrl-A to go to Attribute Editor of the emitter. Here set the values of Away From Axis to 3 and Along Axis to 8.

Attribute Editor
Attribute Editor

Step 7

Go to first frame on the timeline and set the value of Rate (Particles/Sec) to 300 and click on Set Key option.

RateParticles Sec
Rate(Particles/ Sec) 

Step 8

Move to the fifth frame on the timeline and change the value of Rate (Particles/Sec) to 0 and click on Set Key option.

RateParticles Sec
Rate(Particles/ Sec)

Step 9

To make the particles fall on the ground, you need to apply the gravity field in the scene. So, with the particles selected, go to Fields > Gravity and apply the gravity.

Fields  Gravity
Fields > Gravity

Step 10

You can also show the particles to react with the ground plane. To create the ground plane, go to Create > Polygon Primitives > Plane and drag and draw a plane in the perspective viewport.

Create  Polygon Primitives  Plane
Create > Polygon Primitives > Plane

Step 11

To collide the particles with the ground, first select the particles followed by the plane and then go to Particles > Make Collide.

Particles  Make Collide
Particles > Make Collide

Step 12

With the plane selected, go to geoConnector1 attribute and set the values of Resilience to 0.250 and Friction to 0.200.

geoConnector1
geoConnector1

2. Setting Up Particle Emission

Step 1

Create a sphere in the perspective view port as shown in the following image.

Create a sphere
Create a sphere

Step 2

With the sphere selected, go to PulldownIt shelf menu and click on the ShatterIt feature icon.

PulldownIt shelf menu
PulldownIt shelf menu

Step 3

In the ShatterIt feature window, set the value of Num Shards to 30 and click on Shatter It! Button. The sphere gets shattered in 30 pieces. 

ShatterIt feature window
ShatterIt feature window

Step 4

Open Outliner window. You can see the different broken parts of the sphere inside the pdiShatterGroup. With all chunks selected inside the Outliner window, scale down the size of the chunks by using Scale tool.

Outliner window
Outliner window

Step 5

Create a new layer for the chunks as shown in the following image.

Create a new layer
Create a new layer

Step 6

With all chunks selected, go to Particles > Instancer (Replacement) and click on the option box.

Particles  Instancer Replacement
Particles > Instancer (Replacement)

Step 7

In the Particles Instancer Options box, set the name as Fragments and with all instanced objects selected, click on the Create button.

Particles Instancer Options box
Particles Instancer Options box

Step 8

Press the Play button and you will see chunks coming out from the particle emitter.

Hit the Play button
Hit the Play button

Step 9

With the particles selected, go to particleShape1 attribute and click on General tab.

particleShape1 attribute
particleShape1 attribute

Step 10

In the Add Attribute window, set the Long Name as Fragments and Attribute Type as Per Particle (Array). Click on OK button.

Add Attribute window
Add Attribute window

Step 11

Make a right mouse click on the Fragments attribute and select Create Expression option.

Fragments attribute
Fragments attribute

Step 12

In the Expression Editor, write the expression as particleShape1.Fragments = rand (0,40); and then click on Create button.

Create button
Create button

Step 13

Go to Instancer (Geometry Replacement) tab and set Object Index as Fragments

Instancer Geometry Replacement
Instancer (Geometry Replacement)

Step 14

Press the Play button and you will see the random explosion of the particle chunks.

Hit the Play button
Hit the Play button

Conclusion

In the next part of the tutorial, I'll show some more aspects of shattering objects using PDI in Maya.

Advertisement
Advertisement
Looking for something to help kick start your next project?
Envato Market has a range of items for sale to help get you started.