Finding believable frames per second and substeps


show more Finding believable frames per second and substeps provides you with in-depth training on 3D + Animation. Taught by Brian Bradley as part of the Creating Simulations in MassFX and 3ds Max show less
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Finding believable frames per second and substeps

Along with the important concepts we've discussed so far in this chapter, the production of dynamic simulations that fulfill the needs of our projects will also require that we understand some basic concepts regarding the way our physics simulator is working. One particularly essential piece of information is that, like moving pictures, animated sequences, and the like, the production of a dynamic simulation--or, more specifically, the collision calculations in the simulation--will be dependent on a frames-per-second setting.

This and related settings will greatly influence the final outcome of the quality of any dynamic simulation we produce. To explain: if for instance, we are working in our 3Ds Max scene with an animation frame rate of 30 frames per second set, then our simulation engine will take 30 collision calculations, or simulation steps, per second. If, however, we were to work at 24 frames per second, well, our collision calculation rate would also drop down to 24 per seco...

Finding believable frames per second and substeps
Video duration: 3m 5s 3h 53m Intermediate

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Finding believable frames per second and substeps provides you with in-depth training on 3D + Animation. Taught by Brian Bradley as part of the Creating Simulations in MassFX and 3ds Max

Subject:
3D + Animation
Software:
3ds Max
Author:
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