Join Brian Bradley for an in-depth discussion in this video Applying the mCloth modifier and pinning the hammock, part of MassFX and 3ds Max: Creating Simulations (2013).
With the release of 3ds Max 2013, the MassFX system added the ability to deal…not only with dynamic rigid body collisions, but also dynamic soft bodies,…particularly cloth in the form of mCloth modifier.…Of course 3ds Max already has an extremely cloth modifier that can interact very…nicely with characters and other objects in the scene.…But that is not the same as having two-way interaction inside a dynamic…simulation between soft and rigid body objects, which is exactly what mCloth…inside MassFX now gives us.…
In this video, we are going to step through the process of turning a simple 3ds…Max geometric plane into a pinned cloth hammock that we can have interact with…dynamic objects already present in the scene.…The first thing we will want to do of course is select one of the planes that we…will be turning into a cloth object.…This has been modified somewhat in that we have added a gamut maker modifier to…create extra faces, extra topology, and then we have finally converted…everything into an editable poly.…
- 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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