· To make sure the script worked properly,
select Solvers>Current Rigid Solver and you should only see one option
called rigidSolver.
· Select Edit>Select All by Type>Rigid Bodies, then hold down
shift and select the gravityField1 field which was included in the scale
scene from the Outliner, and select Fields>Affect Selected Objects.
This will connect your robot parts to gravity.
Play the simulation to see the weight of the robot, should be less than 10.0 on the
scale readout to stay within the specifications. The
lighter your robot the less impulse power you will need to move it, and the quicker
it will respond.
In shaded mode you can see a transparent cube to help with the maximum size limit.
· Notice gravity is 32.0 so our units are implied as feet but we will keep the Maya
default units of centimeters and just call them feet
(never change the default units
to anything other than centimeters).
· Select the largest part of your robot and adjust its mass
· Select all the robot's wheels and other parts and set their mass to a smaller amount
than the mass of the main body
· Now if you play the simulation, the mass readout should be less than
10.0 units on the scale, preferably around 5.0.
The limit of mass is 10.0 and hopefully you were well below that. If you want to
have a more agile robot make it more
light weight. Now you need to remove anything to do with the imported scale scene
to save out your robot by itself.
To do this, there is a set with all the scale scene objects in it that you can
select:
Edit>Quick Select Sets>Scale_ALL and hit backspace to delete
all those objects.