Join Brian Bradley for an in-depth discussion in this video Discovering ground collision and gravity, part of Creating Simulations in MassFX and 3ds Max.
When working with a complex system such as the MassFX simulation tools inside…3ds Max, we have to remember that there will always be a number of global…controls that exercise a great deal of influence over how the system is working.…In MassFX these options will impact speed, accuracy, and so ultimately the final…quality of our finished dynamics simulations.…As these options can be found inside the MassFX Tools dialog, let's once again…enable that option from our MassFX toolbar and then just the dock it to the…left-hand side of the 3ds Max UI, which is pretty much where I would keep it for the…duration of this course.…
One of the first choices we will want to make with regard to our simulation…setup is whether or not we want to use an object from our scene as a ground…collider or can we happily work with the MassFX Use Ground Collision option.…This automated system uses an invisible infinite planar static rigid body as a ground object.…This is set by default at the height of the 3ds Max home grid, which would be…
- 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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