Join Brian Bradley for an in-depth discussion in this video Adding forces to mParticles, part of MassFX and 3ds Max: Creating Simulations (2013).
Having taken the time to examine the importance of forces in our…MassFX simulations,…it seems only sensible that we take a quick look at how we can work with forces…in our mParticle simulations.…In our start scene, we have a hopper with a funnel that we have decided will…have a stream of objects emitting from it.…For demonstration purposes, we will be using cubes, but of course these could be…whatever we needed them to be.…We can accomplish this effect by using spawned mParticles that collide with both…the hopper and stand geometry.…The idea is to then apply a force to the particles as they emerge, and we could…of course stack forces to apply more then one if necessary.…
As a first step, let's set up our collision geometries with the…necessary modifiers.…Let's select the hopper body and legs and of course the stand itself.…Then from the Modifier List in the Command panel, we can apply a PFlow…Collision Shape modifier.…Now even though technically the modifiers have been instanced, you will…notice that with our object still selected, we can actually edit the modifier parameters.…
- 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
Skill Level Intermediate
1. Dynamics Simulation 101: Understanding the Basics
2. The MassFX Approach
3. Working with Rigid Bodies
4. Making Use of Constraints
5. Working with mCloth
6. Using Forces with MassFX
Using forces with mCloth3m 47s
7. A Brief Introduction to mParticles
What's next?1m 5s
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