Join Brian Bradley for an in-depth discussion in this video Using the Multi-Editor and the MassFX Visualizer, part of MassFX and 3ds Max: Creating Simulations (2013).
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
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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