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Setting up the 3ds Max project structure

From: Creating Simulations in MassFX and 3ds Max

Video: Setting up the 3ds Max project structure

We have set up the scene files for this course using 3ds Max's built-in file management tools-- namely, its use of a project folder structure. This means you'll be able to quickly and easily access each of the scene files from inside the 3ds Max application without running into any problems. In this video we are going to quickly walk you through correctly setting up your 3ds Max project folder so as to take advantage of this file management setup, and thereby make using the downloadable exercise files that much easier.

Setting up the 3ds Max project structure

We have set up the scene files for this course using 3ds Max's built-in file management tools-- namely, its use of a project folder structure. This means you'll be able to quickly and easily access each of the scene files from inside the 3ds Max application without running into any problems. In this video we are going to quickly walk you through correctly setting up your 3ds Max project folder so as to take advantage of this file management setup, and thereby make using the downloadable exercise files that much easier.

The first thing we need to do is perform a quick check on our 3ds Max preferences. To do this, let's come up to the Customize menu at the top of our user interface, left-mouse click, come down, and select the Preferences option. Inside the Preference Settings dialog we need to make certain we are in the Files tab and then we want to make certain that we have a check in this Convert local file paths to Relative option. Once we have that, we can just select OK. Now we are ready to quickly walk through the process of setting our 3ds Max project path.

To do this let's come up to the Quick Access Toolbar and click on the Project folder icon. In the Browse For Folder we need to locate our exercise files. As we mentioned we have these placed on the desktop, so if we just close everything up here, you can see our Exercise_ Files folder becomes visible. Now, if we left mouse-click, just make certain that that shows up inside the project folder path. We can click OK and we are now ready to go. If we come and click on the Application button and use the Open command now, you can see we are taken straight into our Exercise_Files and scenes folder.

Now all we need to do is select the appropriate chapter and the appropriate Start scene file.

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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 · 2469 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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Exercise files

Learn by watching, listening, and doing! Exercise files are the same files the author uses in the course, so you can download them and follow along. Exercise files are available with all Premium memberships. Learn more

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