Join Brian Bradley for an in-depth discussion in this video Finding believable frames per second and substeps, part of Creating Simulations in MassFX and 3ds Max.
- View Offline
- Exercise Files
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 second.…
This means our simulation would naturally be faster due to the reduced number of…
- 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
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
This will not affect your course history, your reports, or your certificates of completion for this course.Cancel
Take notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.
Notes are saved with you account but can also be exported as plain text, MS Word, PDF, Google Doc, or Evernote.