Join Brian Bradley for an in-depth discussion in this video How collisions are calculated, part of Creating Simulations in MassFX and 3ds Max.
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In a typical 3d scene we refer to the objects we view and manipulate in the…viewport as pieces of geometry, or meshes.…In a dynamic simulation, however, we need to understand that there is a…distinction made between what we see in the viewport, which you refer to as…graphical mesh, and what we simulate or calculate collisions with, which is…referred to as a physical mesh or a physical shape.…Very rarely are the two identical in makeup. In fact, for the sake of speed, we…will oftentimes prefer them not to be.…
This physical shape or mesh is a nonrendering representation of the graphical…mesh and is created when we set a piece of geometry in a scene to be either a…rigid or soft body object.…The physical mesh is what is used as a collision object.…We cannot stress that very important point enough.…It is this that will collide or interact with other objects in the simulation…and thereby create the simulated motion that we are looking for.…The fact that these physical meshes have to be specifically added or attached to…
- 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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