Join Brian Bradley for an in-depth discussion in this video Understanding the difference between rigid and soft bodies, part of MassFX and 3ds Max: Creating Simulations (2013).
When it comes to creating dynamic simulations, there are two object types that…you'll probably hear mentioned on a regular basis: rigid bodies and soft bodies.…These labels, or descriptions, refer to the type of objects that a particular…simulation has been designed to work with, or, more accurately, to re-create.…The term rigid bodies refers to the simulation of solid unyielding objects…whose subcomponents--that is, vertices, faces, and edges of the object--do not…deform in any way during the course of the simulation.…
Now, in the real world very few such objects exist.…Crash a large solid truck into a solid brick wall and even at relatively low…speeds, some parts of both objects will deform, probably even break.…However, in order to create a predictable and repeatable simulation environment,…such effects are not allowed to occur inside a rigid body simulation.…If we wanted to see rigid body dynamics at work, all we would need to do would…be to look at pretty much any action- adventure film, game, or TV show these days…
- 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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