Creating Simulations in MassFX and 3ds Max
English | 3h 53m | VP6 1280x720 15 fps | MP3 128 Kbps 44.1 KHz | 1.99 GB
Genre: eLearning | Level: Intermediate
This course introduces basic physics simulation principles in Autodesk 3ds Max using MassFX, a system that makes it cost effective to animate rigid body objects, cloth, and particle systems. Author Brian Bradley introduces basic concepts such as gravity, drag, volume, and density, and how Newton's Laws of Motion can help you understand the interaction of objects with these unseen forces.
Using the purpose built scene, Brian walks through the tools and features of the MassFX (PhysX) system, applying the principles discussed as he goes. Along the way, discover how to combine rigid bodies and constraints, mCloth fabrics, and mParticles geometry to create fairground-style effects.
Topics include:
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
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