Join Brian Bradley for an in-depth discussion in this video Prepping the cans, part of MassFX and 3ds Max: Creating Simulations (2013).
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.…
Author
Released
2/26/2013- 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
Duration
Views
Related Courses
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3ds Max 2013 Essential Training
with Aaron F. Ross7h 9m Beginner
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Introduction
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Welcome54s
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1. Dynamics Simulation 101: Understanding the Basics
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A look at gravity and drag3m 55s
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More about rigid body types3m 32s
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2. The MassFX Approach
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3. Working with Rigid Bodies
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Breaking down the shot4m 51s
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Setting up the launchers3m 59s
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Setting up the drop system4m 30s
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Prepping the cans3m 33s
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Adding an animation override5m 24s
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4. Making Use of Constraints
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5. Working with mCloth
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Putting a rip in mCloth6m 14s
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Creating a soft body object3m 51s
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6. Using Forces with MassFX
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Using forces with mCloth3m 47s
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7. A Brief Introduction to mParticles
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Walking through mParticles4m 38s
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Adding forces to mParticles6m 16s
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Conclusion
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What's next?1m 5s
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Video: Prepping the cans