Join Brian Bradley for an in-depth discussion in this video Prepping the cans, part of Creating Simulations in MassFX and 3ds Max.
With the launcher assemblies taken care of, it's time now to look at setting up…the target objects for our simulation-- that is, our stacks of cans.…Essentially, we need to get them ready to be knocked down.…To do this let's hit the C key on the keyboard and in the Select Camera dialog…we want to switch over to our Targets camera.…Now, according to my notes, as well as adding modifier to our cans, we need to set…up our stand and shelf objects as a static rigid bodies--of course so that the cans…can collide with them once they're knocked over.…As this should be a fairly simple task, let's tackle these static rigid bodies first.…
To add the required object to a selection I'm just going to hold down the Ctrl…key and then click on the stand itself, our backdrop object, and then each of…the shelves in turn.…If we want to be certain that we have selected the relevant objects here, we…can quickly use the F3 key to switch over to a wireframe view, do a quick check,…and then F3 to toggle us back to realistic mode.…
- 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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