How collisions are calculated


show more How collisions are calculated 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
please wait ...

How collisions are calculated

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 specifi...

How collisions are calculated
Video duration: 4m 35s 3h 53m Intermediate

Viewers:

How collisions are calculated 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:
please wait ...