Introduces the viewer to the complete range of options available in the 3ds Max MassFX (also known as PhysX) toolset.
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- [Voiceover] Hi there, my name is Brian Bradley and welcome to Creating Simulations in MassFX and 3ds Max. To lead us into our exploration of this tool set, we will take a look first of all at some of the fundamental concepts of dynamic simulations. From there, we will really dive into the meat of MassFX and consider the components that make up a rigid body simulation as well as looking at a breakdown of how constraints can be used to add an even wider range of effects.
mCloth is an extremely powerful addition to the MassFX tool set along with other powerful pieces of the MassFX puzzle, such as ragdolls, forces, and another newcomer, mParticles. As we have a lot of ground to cover, let's go ahead and dive into Creating Simulations in MassFX and 3ds Max.
- 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