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Lynda - Creating Simulations in MassFX and 3ds Max

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

With Project files

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