Join Brian Bradley for an in-depth discussion in this video Attaching the hammock to animated objects, part of MassFX and 3ds Max: Creating Simulations (2013).
We have already in this chapter seen how we can lock portions of an mCloth…object in place by pinning a vertex subobject selection.…However, because of the way that pinning works--that is, locking vertices to…fixed points in world space--it would really be of no use to us with our…current scene setup.…If I just come down and hit the Play button on our animation controls, you can…see that each of our hammock platforms are in fact animated.…Maybe the term animated is a little grandiose for these simple motions, but you…get the idea: the platforms are moving.…
Let's take a look first of all at what would happen if we were to use the pin…constraint with our current setup.…To do that, let's bring up the Select Camera dialog by using the C key on the…keyboard and then selecting the Target_CloseUp camera from the list.…Now, if I just select the hammock geometry, you can see that it already has an…mCloth modifier applied to it.…And if I just come down to Vertex subobject level and scroll down a little…
- 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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