Creating Simulations in MassFX and 3ds Max

with Brian Bradley
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Creating Simulations in MassFX and 3ds Max
Video duration: 0s 3h 53m Intermediate


This course introduces basic physics simulation principles in Autodesk 3ds Max using MassFX, a system that makes it cost effective to animate rigid body objects, cloth, and particle systems. Author Brian Bradley introduces basic concepts such as gravity, drag, volume, and density, and how Newton's Laws of Motion can help you understand the interaction of objects with these unseen forces. Using the purpose built scene, Brian walks through the tools and features of the MassFX (PhysX) system, applying the principles discussed as he goes. Along the way, discover how to combine rigid bodies and constraints, mCloth fabrics, and mParticles geometry to create fairground-style effects.

Topics include:
  • 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
3D + Animation
3ds Max


- [Voiceover] Hi there, my name is Brian Bradley and welcome to Creating Simulations in MassFX and 3ds Max. To lead us into our exploration of this tool set, we will take a look first of all at some of the fundamental concepts of dynamic simulations. From there, we will really dive into the meat of MassFX and consider the components that make up a rigid body simulation as well as looking at a breakdown of how constraints can be used to add an even wider range of effects.

mCloth is an extremely powerful addition to the MassFX tool set along with other powerful pieces of the MassFX puzzle, such as ragdolls, forces, and another newcomer, mParticles. As we have a lot of ground to cover, let's go ahead and dive into Creating Simulations in MassFX and 3ds Max.

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