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Adding forces to a simulation

From: Creating Simulations in MassFX and 3ds Max

Video: Adding forces to a simulation

If the ability to use forces in 3ds Max as part of a MassFX dynamic simulation is not something that we see as a particularly big deal, hopefully this video will redirect our thinking a little and show us just why this functionality is an extremely important and indeed powerful part of the simulation process. As we look at the two objects we have present in our scene, which of course are just rough representations of a feather and a brick, we may instantly have certain expectations about how they ought to behave if dropped from their current position.

Adding forces to a simulation

If the ability to use forces in 3ds Max as part of a MassFX dynamic simulation is not something that we see as a particularly big deal, hopefully this video will redirect our thinking a little and show us just why this functionality is an extremely important and indeed powerful part of the simulation process. As we look at the two objects we have present in our scene, which of course are just rough representations of a feather and a brick, we may instantly have certain expectations about how they ought to behave if dropped from their current position.

Most of us will be well aware that a brick or a large stone when dropped tends to travel pretty quickly. By comparison, a feather or something equivalent in mass such as a small piece of paper seems to almost meander its way to the ground, taking much more time to get there then our brick or stone. In an environment subject to gravity, these two objects should fall at exactly the same rate. And indeed, if I run the simulation, you can see this is exactly what happens in MassFX. Of course, whilst this may be technically correct, to our eyes this just looks all wrong.

Now we may be wondering whether or not the problem is being caused by poor setup of our object's physical properties in the simulation. Could it be that we just need to accurately set the mass and density values in our modifier options? Let's try doing that and see if it makes a difference. First of all, let's select our brick and in the physical material rollout, let's set its Mass to a volume of 2.75 kg. This is a mass of standard UK house brick. Then, if we select our feather, we can set its Mass to a value of 0.01 kg.

Now, this of course is somewhat higher than a feather typically would be, but it gives us a nice simple value with which to work, and of course the setting is still way below the mass that we have applied to or brick. With that done, let's runs the simulation again. As you can see, our objects still fall at exactly the same rate. The problem is that our scene lacks any kind of atmospheric friction or drag, which is of course always present in the real world. Because air has density, it creates friction.

So, if we want realism in our simulations, if we want our objects to fall in a believable manner, we need to re-create this real-world occurrence. This then, is where the addition of forces to the MassFX toolset becomes extremely important. Let's add some drag to our environment by coming across to the Command panel. In the Create tab we need to navigate to the Space Warp section. Here we gain access to a collection of Space Warp forces. Now, if we don't see forces by default, we can just access this dropdown and choose Forces from the list.

To re-create our atmospheric friction let's select the Drag Space Warp and then with AutoGrid enabled, we can click and drag to create the space warp in the viewport. Now, generally speaking, it is not really important where we place our space warp icon, but I'm just going to drag it up in the view so as to avoid any potential problems due to it intersecting with our rigid body object. Next, of course we need to set up our Space Warp's parameters so as to get the desired effect in our simulation. Let's set the X and Y Linear Damping values to 0.

The up axis really is the only one that we need to apply drag to for this particular example. If we run the simulation now, you can see we get no change in our objects behavior. This is because we need to create an association between the drag force and the objects we are simulating. To do that we can select our brick and then over in the modifier properties scroll down until we reach the Forces rollout. And here we can click the Add button, select the Drag Space Warp in the scene, and we have now created a connection between these two.

We naturally need to follow the same steps for our feather. If we see run the simulation now, you can see we are clearly getting a reaction, but it would seem that our Z axis strength value is too high. Let's select the Space Warp then and set the Z axis linear damping value to 0.005. If we run the simulation again, you can see things are looking much more promising now.

To art direct matters a little here, we could make our feather heavier so as to have it settle in the view if we want. To do that, let's select it and in the physical material rollout, set its Mass to a somewhat unrealistic value of 200 grams. This would be 0.20. This of course will force it to move downward more than across. If we run the simulation now, you see what we get is looking pretty nice indeed. Without a doubt, creating believable simulations of real-world objects in MassFX is a complex mix involving a whole range of settings and parameters.

This can include creating accurately scaled models; applying realistic volume, mass, and density settings; applying appropriate physical properties, such as bounciness; and of course the addition of forces to our scenes to mimic real- world environmental effects such as drag.

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This video is part of

Image for Creating Simulations in MassFX and 3ds Max
Creating Simulations in MassFX and 3ds Max

51 video lessons · 2465 viewers

Brian Bradley
Author

 
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  1. 3m 27s
    1. Welcome
      58s
    2. Working with the exercise files
      46s
    3. Setting up the 3ds Max project structure
      1m 43s
  2. 39m 20s
    1. Why simulate and not animate?
      3m 38s
    2. A look at gravity and drag
      3m 55s
    3. Understanding volume, mass, and density
      3m 45s
    4. What are Newton's laws of motion?
      3m 20s
    5. Finding believable frames per second and substeps
      3m 5s
    6. Understanding the difference between rigid and soft bodies
      3m 28s
    7. More about rigid body types
      3m 32s
    8. How collisions are calculated
      4m 35s
    9. Learning the difference between concave and convex meshes
      6m 24s
    10. What is a constraint and how do we use it?
      3m 38s
  3. 24m 20s
    1. A look at the MassFX and the 3ds Max user interfaces
      5m 52s
    2. Exploring the MassFX workflow
      5m 14s
    3. Discovering ground collision and gravity
      4m 49s
    4. Adjusting substeps and solver iterations
      3m 43s
    5. Using the Multi-Editor and the MassFX Visualizer
      4m 42s
  4. 44m 11s
    1. Breaking down the shot
      4m 51s
    2. Setting up the launchers
      3m 59s
    3. Setting up the drop system
      4m 30s
    4. Prepping the cans
      3m 33s
    5. Refining the simulation on the launchers
      5m 9s
    6. Refining the simulation on the colliders
      6m 5s
    7. Baking out the simulation for rendering
      5m 37s
    8. Reviewing the simulation with an animation sequence
      5m 3s
    9. Adding an animation override
      5m 24s
  5. 33m 32s
    1. Adding a rigid constraint and creating breakability
      8m 3s
    2. Creating a moving target with the Slide constraint
      4m 47s
    3. Creating springy targets with the Hinge constraint
      5m 59s
    4. Spinning targets using the Twist constraint
      4m 57s
    5. Creating crazy targets with the Ball & Socket constraint
      4m 58s
    6. Constructing a MassFX Ragdoll
      4m 48s
  6. 36m 51s
    1. Applying the mCloth modifier and pinning the hammock
      5m 55s
    2. Setting up the hammock's physical properties
      5m 39s
    3. Working with the mCloth interaction controls
      6m 14s
    4. Attaching the hammock to animated objects
      4m 5s
    5. Putting a rip in mCloth
      6m 14s
    6. Using mCloth to create a rope object
      4m 53s
    7. Creating a soft body object
      3m 51s
  7. 14m 47s
    1. Adding forces to a simulation
      5m 27s
    2. Putting forces to practical use
      5m 33s
    3. Using forces with mCloth
      3m 47s
  8. 35m 27s
    1. Walking through mParticles
      4m 38s
    2. Using fracture geometry
      6m 0s
    3. Creating breakable glue: Part 1
      4m 19s
    4. Creating breakable glue: Part 2
      5m 19s
    5. Creating a gloopy fluid: Part 1
      4m 14s
    6. Creating a gloopy fluid: Part 2
      4m 41s
    7. Adding forces to mParticles
      6m 16s
  9. 1m 5s
    1. What's next?
      1m 5s

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