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Creating Simulations in MassFX and 3ds Max

Attaching the hammock to animated objects


From:

Creating Simulations in MassFX and 3ds Max

with Brian Bradley

Video: Attaching the hammock to animated objects

We have already in this chapter seen how we can lock portions of an mCloth object in place by pinning a vertex subobject selection. However, because of the way that pinning works--that is, locking vertices to fixed points in world space--it would really be of no use to us with our current scene setup. If I just come down and hit the Play button on our animation controls, you can see that each of our hammock platforms are in fact animated. Maybe the term animated is a little grandiose for these simple motions, but you get the idea: the platforms are moving.
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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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Creating Simulations in MassFX and 3ds Max
3h 53m Intermediate Feb 26, 2013

Viewers: in countries Watching now:

This course introduces basic physics simulation principles in Autodesk 3ds Max using MassFX, a system that makes it cost effective to animate rigid body objects, cloth, and particle systems. Author Brian Bradley introduces basic concepts such as gravity, drag, volume, and density, and how Newton's Laws of Motion can help you understand the interaction of objects with these unseen forces. Using the purpose built scene, Brian walks through the tools and features of the MassFX (PhysX) system, applying the principles discussed as he goes. Along the way, discover how to combine rigid bodies and constraints, mCloth fabrics, and mParticles geometry to create fairground-style effects.

Topics include:
  • Setting up your 3ds Max project
  • Understanding volume, mass, and density
  • Learning the difference between concave and convex meshes
  • Discovering Ground Collision and Gravity
  • Baking out a simulation for rendering
  • Adding an animation override
  • Adding Rigid constraints and creating breakability
  • Creating springy targets with the Hinge constraint
  • Spinning targets with Twist
  • Working with mCloth
  • Putting a rip in mCloth
  • Adding forces to a simulation
  • Using fracture geometry in mParticles
Subjects:
3D + Animation Particles Visual Effects
Software:
3ds Max
Author:
Brian Bradley

Attaching the hammock to animated objects

We have already in this chapter seen how we can lock portions of an mCloth object in place by pinning a vertex subobject selection. However, because of the way that pinning works--that is, locking vertices to fixed points in world space--it would really be of no use to us with our current scene setup. If I just come down and hit the Play button on our animation controls, you can see that each of our hammock platforms are in fact animated. Maybe the term animated is a little grandiose for these simple motions, but you get the idea: the platforms are moving.

Let's take a look first of all at what would happen if we were to use the pin constraint with our current setup. To do that, let's bring up the Select Camera dialog by using the C key on the keyboard and then selecting the Target_CloseUp camera from the list. Now, if I just select the hammock geometry, you can see that it already has an mCloth modifier applied to it. And if I just come down to Vertex subobject level and scroll down a little in the options, you can also see that we've created four groups and applied a pin constraint to them, although if we select one of the groups and scroll down a little further, you can also see that these constraints are disabled.

In fact with things as they stand, let's see what happens if we exit subobject mode and then run the simulation with animation. As you probably have it guessed, the platforms do move inside the simulation and our mCloth object falls onto the stand. Let's see what happens now if we jump back into subobject mode and then switch those pin constraints on. So we do need to select one of the groups on the list and then in the Group Parameters rollout, let's put a check in the On box.

Now we do of course need to repeat this procedure for the other three groups as well. With that done, we can exit subobject mode and then again run the simulation. Now as you can see, our cloth is indeed pinned, but it obviously does not come along for the ride with the platforms. As we have noted, pin locks a vertex or group of vertices to specific points in 3D space, not to any geometry. To accomplish what we really need here, we will have to use a different kind of constraint.

Let's go back to the vertex level of our mCloth modifier and select the first group in our list. Now as we select the group, if we take a look in the viewport, you can see that this also selects the associated vertices for the group, or as in our case, a single vertex. What we can do now is come up and make use of the Delete Group button. Then, as our vertex is still selected, we can straight away just hit the Make Group button. We need to give the group a name, so I will call this Node01 and click OK.

Now we need to assign a constraint to the group. In this case we want to use the Node Constraint, so let's click that option. The next step is critical, as we now need to select the node or object in the scene that we want to constrain our vertex or group of vertices to. In this case we want to use the related support pole. Once we click that, we can see each name appear next to the group. Again, we need to repeat this process for the other three groups.

With that done, we can exit subobject mode and again run the simulation. This time our cloth does come along for the ride, and as you can clearly see, is still able to interact with any dynamic rigid body objects in the simulation. As with rigid body constraints, mCloth has a number of options available that can be used to suit a variety of scene and simulation needs. In the next video we will take a look at creating one often-requested cloth effect, one that can only be created in mCloth by making use of its constraint system.

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