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Setting up the drop system

From: Creating Simulations in MassFX and 3ds Max

Video: Setting up the drop system

With the static rigid bodies on the launcher assembly taking care of, we need to work now with the nonstatic, or moving, pieces of geometry in our simulation. So let's first of all set up the rigid body modifiers for our spheres. Because we may well want to tweak the properties for each ball individually throughout the simulation, we really need this time to add unique modifiers to each of the geometry pieces. Remember, according to our notes, we do need to initially set these objects up as kinematic rigid bodies.

Setting up the drop system

With the static rigid bodies on the launcher assembly taking care of, we need to work now with the nonstatic, or moving, pieces of geometry in our simulation. So let's first of all set up the rigid body modifiers for our spheres. Because we may well want to tweak the properties for each ball individually throughout the simulation, we really need this time to add unique modifiers to each of the geometry pieces. Remember, according to our notes, we do need to initially set these objects up as kinematic rigid bodies.

To add the modifiers, because these are not instanced objects, we will need all of the spheres to be selected. So let's hold down the Ctrl key and then, using the left mouse button, we can click to select each of them. With the selection made, we can use yet another option available for applying rigid body modifiers: this would be 3ds Max's Quad menu system. To access a MassFX-specific set of quad menus, we need to hold down the Shift and Alt modifier keys and then right-click anywhere in the viewport.

Then, from the pop-up quad menu, we can select the Convert to Kinematic Rigid Body option to apply our kinematic rigid body modifiers. Of course as each sphere now has a unique modifier applied, with the object still selecting, we have no access to the modifier parameters inside the Command panel. We can, however, still edit them all in one go, as it were, by making use of the Multi-Object Editor pane in the MassFX Tools dialog. From here, the first thing we will want to do, down in the Physical Mesh rollout, is set the Physical Mesh type to Sphere.

Setting this will really help MassFX perform optimized collision detection on of course spherical shapes. With that done, we now need to create the time drops for each of the spheres into the launcher tubes. This means we need to set them up so that they switch over from kinematic to dynamic rigid bodies at some very specific points in the simulation. To do that, let's select the ball at the head of each queue, as these of course will be the first ones needing to drop into the launcher tubes, and then in the Multi-Object Editor, in the Rigid Body Properties rollout at the top, we can check this Until Frame option.

In this instance setting a value of 8 should work very nicely for us. Of course if you are working through a simulation of your own, you will need to set this value to suit. The idea here is that when we run the simulation, our objects should sit perfectly still until frame eight--at which point, they will switch over to dynamic rigid bodies and hopefully drop nicely into the waiting launcher tubes. We will of course need to repeat this process for each of the spheres, setting the appropriate Until Frame value according to its place in the queue.

So let's select each of the second in-line objects--again using Ctrl and left-mouse click--and then we can set that Until Frame values to 40. These values of course have been set up to coincide with the timing of the animated push discs. We can repeat the process for the third objects in line, this time setting an Until Frame value of 85, and finally, for the fourth in line, an Until Frame value of 120.

The last piece of setup we need to perform on our launcher assemblies would be to include the animated push discs in the simulation. These of course will need kinematic rigid body modifier types applying to them. Okay, as these are not instanced pieces of geometry, we will need to select them all before we can apply the modifiers. To get ourselves into a good position to be able to do that--select them, that is-- let's hit the P key and switch our camera view over to a perspective view, then we can select our countertop and use the orbit selected option found in the bottom right of the user interface to just swing around to a more frontal view.

Now we can use Ctrl and left-mouse- click to select each of the discs, and then using the modifier list in the command panel, we can apply a MassFX rigid body modifier. As before, all of the discs now receive an instanced modifier. This of course means we can access the modifier parameters here in the Command panel. So let's very quickly set our Rigid Body Type to Kinematic. Now that we have the launcher assembly, or projectile system, taken care of, in our next video we need to move on to single up the target objects for the simulation, which of course would be our stacks of cans.

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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 · 2513 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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