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Prepping the cans

From: Creating Simulations in MassFX and 3ds Max

Video: Prepping the cans

With the launcher assemblies taken care of, it's time now to look at setting up the target objects for our simulation-- that is, our stacks of cans. Essentially, we need to get them ready to be knocked down. To do this let's hit the C key on the keyboard and in the Select Camera dialog we want to switch over to our Targets camera. Now, according to my notes, as well as adding modifier to our cans, we need to set up our stand and shelf objects as a static rigid bodies--of course so that the cans can collide with them once they're knocked over. As this should be a fairly simple task, let's tackle these static rigid bodies first.

Prepping the cans

With the launcher assemblies taken care of, it's time now to look at setting up the target objects for our simulation-- that is, our stacks of cans. Essentially, we need to get them ready to be knocked down. To do this let's hit the C key on the keyboard and in the Select Camera dialog we want to switch over to our Targets camera. Now, according to my notes, as well as adding modifier to our cans, we need to set up our stand and shelf objects as a static rigid bodies--of course so that the cans can collide with them once they're knocked over. As this should be a fairly simple task, let's tackle these static rigid bodies first.

To add the required object to a selection I'm just going to hold down the Ctrl key and then click on the stand itself, our backdrop object, and then each of the shelves in turn. If we want to be certain that we have selected the relevant objects here, we can quickly use the F3 key to switch over to a wireframe view, do a quick check, and then F3 to toggle us back to realistic mode. With that done, we can come up to the MassFX toolbar and apply the static rigid body modifier from the flyout. We now have unique modifiers applied to each object in our selection.

Now, we'll see why it's important that these are unique as we work with our cans. Now our can objects are not just identical in looks, but are in fact instanced geometry. With any one of them selected, we can come up to the Animation menu for instance, drop down the list, and then from the flyouts, find the MassFX Dynamic Rigid modifier option and then just click to quickly apply it. Because the geometry is instanced, we now get a single instanced modifier applied to all of the cans.

In this particular scenario this workflow works perfectly for us, but it is worth noting that had that had our cans been unique geometry--perhaps having different size cans in each stack, just as our stand backdrop and shelve objects for all different sizes-- well, in such a case adding an instance modifier to the selection would not work well at all. You see, whenever we apply an instanced rigid body modifier only a single collision mesh or physical shape is generated. This is taken from the size and shape of the graphical mesh that is the first object in the selection that the system analyzes.

The single collision mesh is then used in all instances of the rigid body modifier, irrespective of the actual size and shape of the geometry the modifier is applied to. As you can imagine, with a variety of object shapes and sizes in a selection, this approach would produce a very poor, indeed, a very inaccurate, simulation. Well, even though it has taken us a little while up to this point to get all our modifiers in place, we are now actually ready to see how our simulation is shaping up.

So let's switch to our main camera, this time by coming up to the POV menu label, left-mouse-clicking on it, and choosing the Camera Main option from the camera's flyout, and then we can come to the MassFX toolbar and hit the Start Simulation button. As you can see, things appear not to be working quite as we perhaps we would want or maybe even expect them to. Let's just switch to our Launches camera by pressing the C key and selecting that option from the list. Let's also reset the simulation so we can take another look at just what is going on.

If we again press the Run Simulation button from our up-close perspective now, we can definitely see we have a number of issues that need to be dealt with, which is exactly what we'll do in our next video.

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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 · 2515 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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