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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.
(music playing) Hi there! My name is Brian Bradley, and welcome to Creating Simulations in MassFX and 3ds Max. To lead us into our exploration of this toolset, we will take a look first of all at some of the fundamental concepts of dynamic simulations. From there we will really dive into the meat of MassFX and consider the components that make up a rigid body simulation, as well as looking at a breakdown of how constraints can be used to add an even wider range of effects.
mCloth is an extremely powerful addition to the MassFX toolset, along with other powerful pieces of the MassFX puzzle such as ragdolls, forces, and another newcomer mParticles. As we have a lot of ground to cover, let's go ahead and dive into Creating Simulations in MassFX and 3ds Max.
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