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Creating Simulations in MassFX and 3ds Max

Course Summary

   Introduces the viewer to the complete range of options available in the 3ds Max MassFX (also known as PhysX) toolset.   


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    Course Syllabus

    Introduction
    Welcome
    Working with the exercise files
    Setting up the 3ds Max project structure
    1. Dynamics Simulation 101: Understanding the Basics
    Why simulate and not animate?
    A look at gravity and drag
    Understanding volume, mass, and density
    What are Newton's laws of motion?
    Finding believable frames per second and substeps
    Understanding the difference between rigid and soft bodies
    More about rigid body types
    How collisions are calculated
    Learning the difference between concave and convex meshes
    What is a constraint and how do we use it?
    2. The MassFX Approach
    A look at the MassFX and the 3ds Max user interfaces
    Exploring the MassFX workflow
    Discovering ground collision and gravity
    Adjusting substeps and solver iterations
    Using the Multi-Editor and the MassFX Visualizer
    3. Working with Rigid Bodies
    Breaking down the shot
    Setting up the launchers
    Setting up the drop system
    Prepping the cans
    Refining the simulation on the launchers
    Refining the simulation on the colliders
    Baking out the simulation for rendering
    Reviewing the simulation with an animation sequence
    Adding an animation override
    4. Making Use of Constraints
    Adding a rigid constraint and creating breakability
    Creating a moving target with the Slide constraint
    Creating springy targets with the Hinge constraint
    Spinning targets using the Twist constraint
    Creating crazy targets with the Ball & Socket constraint
    Constructing a MassFX Ragdoll
    5. Working with mCloth
    Applying the mCloth modifier and pinning the hammock
    Setting up the hammock's physical properties
    Working with the mCloth interaction controls
    Attaching the hammock to animated objects
    Putting a rip in mCloth
    Using mCloth to create a rope object
    Creating a soft body object
    6. Using Forces with MassFX
    Adding forces to a simulation
    Putting forces to practical use
    Using forces with mCloth
    7. A Brief Introduction to mParticles
    Walking through mParticles
    Using fracture geometry
    Creating breakable glue: Part 1
    Creating breakable glue: Part 2
    Creating a gloopy fluid: Part 1
    Creating a gloopy fluid: Part 2
    Adding forces to mParticles
    Conclusion
    What's next?
     

     


Course Fee:
USD 25

Course Type:

Self-Study

Course Status:

Active

Workload:

4 - 5 hours / week

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