Join Brian Bradley for an in-depth discussion in this video Using the Multi-Editor and the MassFX Visualizer, part of Creating Simulations in MassFX and 3ds Max.
- View Offline
- Exercise Files
Having taken a look at substeps and Solver Iterations already, the final…accuracy option that we want to take a look at for now is this Generate Shape…Per Element checkbox.…This option, when on, lets us create a separate physical shape for each element…in a geometric object--…that is, once we apply a MassFX rigid body modifier to it.…When off, as it is by default, MassFX creates a single physical shape for the entire object.…This option obviously is likely to be less accurate, but it can stimulate faster,…hence it being the default.…
To demonstrate how to Generate Shape Per Element option works, let's again make…use of our old friend the 3ds Max teapot primitive.…Now, this particular object, as you may know, consists of four elements.…If we just select a teapot, right-click, and Convert to Editable Poly, we can enter…subobject element mode.…Now, as we click through our geometry, you can see it consist of a body element,…a handle, a spout, and a lid. Four elements in total.…With that established, let's just come out of subobject mode and apply now a…
- 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
3ds Max 2013 Essential Trainingwith Aaron F. Ross7h 9m Beginner
Creating Urban Game Environments in 3ds Maxwith Adam Crespi5h 54m Intermediate
Textures and Materials in 3ds Maxwith Steve Nelle7h 44m 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
- Mark as unwatched
- Mark all as unwatched
Are you sure you want to mark all the videos in this course as unwatched?
This will not affect your course history, your reports, or your certificates of completion for this course.Cancel
Take notes with your new membership!
Type in the entry box, then click Enter to save your note.
1:30Press on any video thumbnail to jump immediately to the timecode shown.
Notes are saved with you account but can also be exported as plain text, MS Word, PDF, Google Doc, or Evernote.