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Lynda.com Creating Simulations in MassFX and 3ds Max €20 buy download
2013
Lynda.com
Brian Bradley
03:53:00
English
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
Introduction 3m 27s
Welcome 58s
Working with the exercise files 46s
Setting up the 3ds Max project structure 1m 43s
1. Dynamics Simulation 101: Understanding the Basics 39m 20s
Why simulate and not animate? 3m 38s
A look at gravity and drag 3m 55s
Understanding volume, mass, and density 3m 45s
What are Newton's laws of motion? 3m 20s
Finding believable frames per second and substeps 3m 5s
Understanding the difference between rigid and soft bodies 3m 28s
More about rigid body types 3m 32s
How collisions are calculated 4m 35s
Learning the difference between concave and convex meshes 6m 24s
What is a constraint and how do we use it? 3m 38s
2. The MassFX Approach 24m 20s
A look at the MassFX and the 3ds Max user interfaces 5m 52s
Exploring the MassFX workflow 5m 14s
Discovering ground collision and gravity 4m 49s
Adjusting substeps and solver iterations 3m 43s
Using the Multi-Editor and the MassFX Visualizer 4m 42s
3. Working with Rigid Bodies 44m 11s
Breaking down the shot 4m 51s
Setting up the launchers 3m 59s
Setting up the drop system 4m 30s
Prepping the cans 3m 33s
Refining the simulation on the launchers 5m 9s
Refining the simulation on the colliders 6m 5s
Baking out the simulation for rendering 5m 37s
Reviewing the simulation with an animation sequence 5m 3s
Adding an animation override 5m 24s
4. Making Use of Constraints 33m 32s
Adding a rigid constraint and creating breakability 8m 3s
Creating a moving target with the Slide constraint 4m 47s
Creating springy targets with the Hinge constraint 5m 59s
Spinning targets using the Twist constraint 4m 57s
Creating crazy targets with the Ball & Socket constraint 4m 58s
Constructing a MassFX Ragdoll 4m 48s
5. Working with mCloth 36m 51s
Applying the mCloth modifier and pinning the hammock 5m 55s
Setting up the hammock's physical properties 5m 39s
Working with the mCloth interaction controls 6m 14s
Attaching the hammock to animated objects 4m 5s
Putting a rip in mCloth 6m 14s
Using mCloth to create a rope object 4m 53s
Creating a soft body object 3m 51s
6. Using Forces with MassFX 14m 47s
Adding forces to a simulation 5m 27s
Putting forces to practical use 5m 33s
Using forces with mCloth 3m 47s
7. A Brief Introduction to mParticles 35m 27s
Walking through mParticles 4m 38s
Using fracture geometry 6m 0s
Creating breakable glue: Part 1 4m 19s
Creating breakable glue: Part 2 5m 19s
Creating a gloopy fluid: Part 1 4m 14s
Creating a gloopy fluid: Part 2 4m 41s
Adding forces to mParticles 6m 16s
Conclusion 1m 5s
What's next? 1m 5s
http://www.lynda.com/3ds-Max-tutorials/Creating-Simulations-MassFX-3ds-Max/117103-2.html

Download File Size:1.91 GB


Lynda.com Creating Simulations in MassFX and 3ds Max
€20
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