Join Brian Bradley for an in-depth discussion in this video Creating breakable glue: Part 1, part of Creating Simulations in MassFX and 3ds Max.
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When working with the MassFX dynamics system in 3ds Max, one much-missed feature…is the ability to bind objects together with a virtual glue that can then be…broken or resolved under certain conditions.…This lack is one reason why additional stimulation effects tools such as RayFire…are so popular with 3ds Max VFX artists.…When working mParticles we do have just such a feature set available to us in…the form of the MassFX glue and solvent operators.…
Over the next two videos, we want to run through a basic effect that makes you…solve the glue operator.…Now, to start with there are a couple of important steps we need to take in order…to fully set up the scene geometry that we will be wanting to work with.…First, let's select the rail geometry we see here and then jump into the Modifier List.…In here, we want to apply a PFlow Collision Shape modifier.…As already noted, this modifier gives us the ability to have ordinary scene…geometry interact with mParticles.…Now we do of course need to make certain that this modifier is activated.…
- 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
3ds Max 2013 Essential Trainingwith Aaron F. Ross7h 9m Beginner
Creating Urban Game Environments in 3ds Maxwith Adam Crespi5h 54m Intermediate
Textures and Materials in 3ds Maxwith Steve Nelle7h 44m 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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