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Advanced & Experimental Advanced Maya

Week 2: Rube Goldberg Machine Modelling & Animation in Maya

In this class, we learnt how to bake the simulation that we already set up, to then add texture, refine the design of our Rube Goldberg machine, and animated the camera movement of our scene.

After all our bullet actions are adjusted and we are happy with the dynamics of the animation, we will proceed to ‘bake simulation’ of all the active rigid bodies so all bullet set up is removed and converted in key frames instead. It is also important to select ‘delete entire bullet system’ to get rid of any bullet set up left in our outliner.

Once the dynamics of our scene are sorted, we can proceed to animate the camera movement of our scene, creating a new ‘camera and aim’, and setting its position and aim at the same time. We can also add texture to our scene and finish building up the final touches to make it look presentable.

This week, I focused in finalising my Rube Goldberg machine’s design and dynamics. I added a different route for the second ball, with a helix slide, a clock gear, and a second finish line. I also refined some of the elements, adding some edge loops, to then smooth them down pressing ‘3’.

The next step of this project would be to bake the active rigid bodies, so the programme creates the key frames of the movements set with bullet tool and continue to texture it and set the camera movement of the scene.