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Creating Simulations in MassFX and 3ds Max
Illustration by John Hersey

More about rigid body types


From:

Creating Simulations in MassFX and 3ds Max

with Brian Bradley

Video: More about rigid body types

In this video, we just want to spend a minute or two digging a little deeper into the rigid body type itself. We want to have a look at the differences found in the three typical rigid body options that are generally made available to us. These are the dynamic, static, and kinematic rigid body types. Sometimes, depending on the software that we are actually using, we may come across slightly different terms such as active, passive, and animated rigid bodies. A dynamic, or active, rigid body object is much like an object in the real world.
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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

More about rigid body types

In this video, we just want to spend a minute or two digging a little deeper into the rigid body type itself. We want to have a look at the differences found in the three typical rigid body options that are generally made available to us. These are the dynamic, static, and kinematic rigid body types. Sometimes, depending on the software that we are actually using, we may come across slightly different terms such as active, passive, and animated rigid bodies. A dynamic, or active, rigid body object is much like an object in the real world.

It is subject to gravity and other forces present in the scene. It bumps into or collides with objects, effectively pushing them around the 3D environment and it itself can be pushed by these other objects in turn. To create this object interaction, simulation software will assign a piece of geometry in the scene a physical shape or mesh upon its creation as a rigid body type. This in itself is an option that's generally configurable, something that we have a measure of control over.

In MassFX, as in or the systems, the simulation moves this physical representation of the object, the physical shape, and the graphical mesh in the scene--in other words, the geometry that we see in the viewport will be updated or driven from that. A kinematic, or animated rigid body object, is a somewhat different entity. It is not subject to gravity, or indeed any other force that can be found in the scene, although it can collide with and push any dynamic rigid body objects that it encounters.

It, in turn however, cannot be pushed or affected by them. In this particular instance, the graphical mesh--remember, that it is the object that we see in the viewport--is left onto the control of the actual 3D application rather than the simulation engine. Now, this is true whether a Kinematic rigid body is actually animated or not. And so it is the 3D application that will control the transforms of the physical or collision shape or mesh. And remember, that is what calculates the collisions inside the simulation.

The brilliant thing about MassFX in 3ds Max is that an object can start out as a Kinematic rigid body and then switch over to dynamic at any point in the simulation. The object will then behave just like any other dynamic rigid body. It will be subject to the gravity setup in the scene and indeed any of the forces that we may have present in the environment. The Static or Passive rigid body type is somewhat similar to Kinematic, except that it cannot be animated. A Dynamic object can bump into a Static rigid body.

It can bounce off it. But the static rigid body itself will never react in any way. Now static rigid body type is extremely useful for performance optimization, as really all it needs to do is sit in the scene and have other objects collide with it. There is no need to calculate the transforms of that particular object as it is not going to be moving anywhere at all. It is also extremely valuable because it supports concave physical shapes. The fact that we have three different rigid body types to work with in our scenes means that we should fairly easily be able to find a combination to for pretty much any rigid body dynamic scenario that we can come up with.

Sometimes a little careful planning is required to determine which objects need which rigid body type applied to them, but once we've taken a bit of time to get that all figured out, our simulations should turn out very nicely indeed.

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