How to Install Isaac Newton Physics
1.Extract Here Don’t choose Extract File
2.Drag NEWTON_Drag_Install.py to Viewport
3.Select IsaacNewton Folder
4.Done!
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$ 30.00 – $ 120.00
Isaac Newton Physics
Isaac Newton Physics is a Maya tool designed to create realistic prop animations automatically, without the need to keyframe everything by hand.
It leverages Maya’s legacy rigid body system to simulate physics quickly, then bakes the motion onto your controllers or meshes for final use in production.
Requirements
***Work with Window only***
Available Maya 2023 2024 2025 2026
Features
Quick Setup
Assign Sim Mesh, Colliders, and Destination easily. Works with multiple meshes and colliders.
Automatic Handoff
Simulation start and stop are controlled by the timeline. Build jumps to the correct start frame automatically.
Physics Controls
Adjust values such as friction, bounciness, damping, gravity, and direction until the motion feels right.
Bake Animation
Once satisfied, bake directly onto your chosen destination controller or mesh.
Reset Physics
Reset to restore all physics settings to their defaults.
Collision Support
Works even if your colliders have animation applied.
Installing
Just Drag NEWTON_Drag_install.py to viewport and Select IsaacNewton Folder
Animate the object simply – create a rough guide animation to define the basic direction of the simulation.
Select the Mesh – choose the object(s) you want to simulate.
Select the Collider(s) – pick the meshes that will act as collision objects.
Select the Controller – choose the controller you want the final animation baked onto.
Choose the Start Frame – set the frame where you want the simulation to begin.
Adjust Physics Values – tweak the physics attributes until you’re satisfied with the motion.
Bake – bake the result directly onto your controller for a final animation.
Warning
Please be aware that Maya may lag or even freeze if:
You assign too many collider meshes at once.
Your collider meshes or simulation meshes have a very high polycount.
For best performance:
Use low-resolution proxy meshes as colliders whenever possible.
Keep the number of colliders to a minimum.
Hide or delete unnecessary geometry before running the simulation.