Join Brian Bradley for an in-depth discussion in this video Exploring the MassFX workflow, part of MassFX and 3ds Max: Creating Simulations (2013).
For anyone accustomed to the workflow of 3ds Max's previous dynamic simulation…tool Reactor, which of course has been replaced by MassFX since 3ds Max 2012,…working with MassFX may seem a little odd at first, as the workflows are quite…different in a number of respects.…The first big difference is that everything in our simulation now takes place, or…is viewable, inside the 3ds Max viewport rather than in a dedicated viewer window,…as was the case with reactor.…
This could create a little initial confusion as, with our MassFX toolbar…enabled, we now have two sets of controls in the 3ds Max interface that use…standard VCR-type button icons.…One set of course can be found on the MassFX toolbar itself; the other would be…our standard 3ds Max Animation Playback controls, found in the bottom-right…corner off the Max UI.…Of course we can easily dispel any confusion by taking a look at a simple…demonstration scene designed to show us the difference between the two.…
As you can see, we have a sphere set up as a MassFX rigid body object ready to 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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