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- 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
Although we have reached the end of our course, I am pretty certain that this taste of the possibilities that MassFX opens up to us in the fields of visual effects and motion graphics will have left you with a strong desire to become proficient, even skillful, with its toolset. To help in that endeavor, I have a few recommendations that I would like to close with, the first of which is to encourage you to get as much practice with the system as you possibly can. One big area of learning for those working with simulation tools is to continue building a deep understanding of the world around us and the way it works.
Take the time to go deeper into the laws of physics. Get to understand the behavior of objects, how they are affected by and react to all bodies, et cetera. The insight that comes from trying to replicate existing effects really can become invaluable, particularly as we look to build not only skills, but also our collection of portfolio pieces. I hope you have enjoyed our time together on this course. Until next time, this is Brian Bradley saying take care and bye for now.