Join Brian Bradley for an in-depth discussion in this video Baking out the simulation for rendering, part of MassFX and 3ds Max: Creating Simulations (2013).
Once we've refined a simulation to the point where we are happy with the motion…of our simulated objects, we would probably want--in fact, I would go as far as…to say need--to capture the simulation as standard animation keyframe data.…This process is known in MassFX is baking.…Of course this is not just an arbitrary step in a production pipeline. There are…a couple of very good and interconnected reasons as to why we would want, or even…need, to run through the baking process, possibly several times, at this point.…
The overriding reason is the need to test the quality, the look and feel of our…simulated objects in full motion, as it were.…You see, up to this point we've been relying on the speed of our computer and its…ability to play back a live simulation in the 3ds Max viewport in order to gauge…the motion we're getting from our simulated objects.…The simple truth is though that not all computers can play back a MassFX…simulation live in the viewport and give it to us at the actual frames-per-…
- 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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