Join Brian Bradley for an in-depth discussion in this video Using fracture geometry, part of Creating Simulations in MassFX and 3ds Max.
We did mention in our opening chapter that one common use for dynamic rigid body…simulations was taking prefractured geometry and simulating the collapse of…solid objects, such as buildings, bridges, and the like.…This effect requires the simulation of geometry that comes in all shapes and sizes.…In order to make use of mParticles to produce such an effect then, we would need…to have the option of using irregular-shaped geometry in a simulation--not being…stuck with standard primitive shapes only.…
To show that this is indeed possible, we're going to make use of the…prefractured castle turrets that we have set up in our start scene.…To save ourselves a little bit of time here, if I just hit the 6 key to pull up…Particle view, you can see we have already set up MassFX Flow, which of course…also creates a MassFX World helper in our scene set at the world origin.…We have made a single change to the flow. In this instance we have replaced the…Birth Grid operator with a Birth Group.…However, if we were to hit the Play button in our animation controls at this…
- 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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