First, we saw the bases of the bonus rule, so Nick wanted us to use the graph editor to get the rule of bonus.
We created a staircase and kept a ball on the topmost stair, changed the timeline setting FPS to 30, end the timeline at 120 and right-clicked on the play, selected playback speed and selected Play Every Frame, Max Real-time. In frame 120 move to the right view then take the ball and moved the ball in Z translate and gave it a keyframe by right-clicking on the Z translate clicking on the key selected, set one keyframe on the top of the stairs at frame 1. Did the same thing in Y Translate.





In the workspace on the right-hand side selectvanimation, and a graph editor will open, select Y Translate, we started the keyframe where the ball should hit the stairs and moved the tangents, to only move one tangent we need to click on break tangents, this way give the ball a fell of bonus. ( it’s not easy as it sounds 🙂 )

From poly haven, we download an ERX file to light up the scene and gave metals to the ball and to the stairs added a plane as a floor and give it Ai shadow matte. Now we had to do one ball with every less bonus, it was the same way how we created the other ball, but in the graph editor, it would be more state and not curves like the other ball, then we render it.
Later Nick introduced us to Bullet in Maya, Bullet is a physics engine that lets us create large-scale, highly-realistic dynamic and kinematic simulations which will help us build our Rube Goldberg machine.

There are 3 prominent opinions, first is the Active Rigid Body which is when the object has to move with the dynamics, second Passive Rigid Body which is when you don’t want the object to move with the dynamics and stay kinematic, third is Rigid Body Constraint, this will help with getting an anchor point in the centre of the object and make it move like a seesaw. Using these tools we have to make a Rube Goldberg machine within 4 weeks.