Adding forces to mParticles


show more Adding forces to mParticles provides you with in-depth training on 3D + Animation. Taught by Brian Bradley as part of the Creating Simulations in MassFX and 3ds Max show less
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Adding forces to mParticles

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 ...

Adding forces to mParticles
Video duration: 6m 16s 3h 53m Intermediate

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Adding forces to mParticles provides you with in-depth training on 3D + Animation. Taught by Brian Bradley as part of the Creating Simulations in MassFX and 3ds Max

Subject:
3D + Animation
Software:
3ds Max
Author:
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