Setting up the drop system


show more Setting up the drop system 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
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Setting up the drop system

With the static rigid bodies on the launcher assembly taking care of, we need to work now with the nonstatic, or moving, pieces of geometry in our simulation. So let's first of all set up the rigid body modifiers for our spheres. Because we may well want to tweak the properties for each ball individually throughout the simulation, we really need this time to add unique modifiers to each of the geometry pieces. Remember, according to our notes, we do need to initially set these objects up as kinematic rigid bodies.

To add the modifiers, because these are not instanced objects, we will need all of the spheres to be selected. So let's hold down the Ctrl key and then, using the left mouse button, we can click to select each of them. With the selection made, we can use yet another option available for applying rigid body modifiers: this would be 3ds Max's Quad menu system. To access a MassFX-specific set of quad menus, we need to hold down the Shift and Alt modifier keys and then rig...

Setting up the drop system
Video duration: 4m 30s 3h 53m Intermediate

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Setting up the drop system 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:
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