Creating Simulations in MassFX and 3ds Max

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Creating Simulations in MassFX and 3ds Max

Lynda
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Description

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

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Didn't find what you were looking for? See also: 3D Design, Digital Publishing & Editing, Copy-editing, AutoCAD, and CAD - Computer Aided Design.

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