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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.
Although we have reached the end of our course, I am pretty certain that this taste of the possibilities that MassFX opens up to us in the fields of visual effects and motion graphics will have left you with a strong desire to become proficient, even skillful, with its toolset. To help in that endeavor, I have a few recommendations that I would like to close with, the first of which is to encourage you to get as much practice with the system as you possibly can. One big area of learning for those working with simulation tools is to continue building a deep understanding of the world around us and the way it works.
Take the time to go deeper into the laws of physics. Get to understand the behavior of objects, how they are affected by and react to all bodies, et cetera. The insight that comes from trying to replicate existing effects really can become invaluable, particularly as we look to build not only skills, but also our collection of portfolio pieces. I hope you have enjoyed our time together on this course. Until next time, this is Brian Bradley saying take care and bye for now.
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