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MassFX

  • craig1205597035406's picture
    MassFX
    (12 Jun '18)

    MassFX simulations use rigid bodies: objects that will not change shape throughout the simulation. Each rigid body may be one of three types:

    Dynamic: The motion of Dynamic objects is controlled entirely by the simulation. They can be subject to gravity, Force space warps, and forces that be a consequence of being struck by other objects in the simulation, including cloth objects.
    Kinematic: Kinematic objects could be animated using standard methods, nonetheless they don't; they can easily be stationary objects. A Kinematic object could affect dynamic objects inside simulation but cannot be affected by them. A Kinematic object can switch onto Dynamic status at any point through the simulation.
    Static: Static objects resemble Kinematic objects but can not be animated. However, they could be concave, unlike Dynamic and Kinematic objects. They are of help as containers, walls, obstacles, and so on.
    More resources for the rigid body types, see Rigid Body Types: Dynamic, Kinematic, and Static.

    Also available to be used in simulations may be the mCloth modifier, which lets cloth objects participate fully in simulations.

    Running the simulation combines the upshot of the physics calculations with your own personal predefined animations. The actual result displays entirely within the viewports, live or near-real time, determined by scene complexity.

    If you work with MassFX to put together a simulation to use in a personal game or some other real-time project, הדמיות תלת מימד - http://www.yamita.co.il/%D7%94%D7%93%D7%9E%D7%99%D7%95%D7%AA-%D7%AA%D7%9C%D7%AA-%D7%9E%D7%99%D7%9E%D7%93 you are able to export the settings for loading in to the PhysX and APEX SDKs from NVIDIA.

    If you work with the plug-in to include simulation with a scene that you will render, you may bake the leads to animation keyframes. This hastens your workflow (fastest repeatable renderings), locks down your results (no unexpected variations), and helps you tweak the resulting animation as desired. Later, you need to tweak the simulation, you may unbake the animation, restoring an original dynamic nature of your scene.

    Additional popular features of MassFX include:
    The MassFX Visualizer displays various simulation factors for instance object velocities and phone points. This feature is invaluable for debugging simulations.
    A הדמיות תלת מימד לבתים - http://www.yamita.co.il/%D7%94%D7%93%D7%9E%D7%99%D7%95%D7%AA-%D7%AA%D7%9C%D7%AA-%D7%9E%D7%99%D7%9E%D7%93 kinematic body can change to a dynamic at any point while in the animation. During its kinematic phase, it behaves just like you animate it and can influence dynamic bodies and not react to them. As an example, you may animate a personality swinging a tennis racket up another a serve. Then, following the body becomes dynamic, it responds to other bodies and forces inside the scene. For example, the tennis player might accidentally hit websites, at which point the racket could become dynamic and fly into the atmosphere, pursuing the laws of physics.
    MassFX Explorer is an exclusive version of Scene Explorer committed to working with MassFX simulations.
    Use constraints to let objects to restrict one another's motion, just like הדמיות פנים - http://www.yamita.co.il/%D7%94%D7%93%D7%9E%D7%99%D7%95%D7%AA-%D7%AA%D7%9C%D7%AA-%D7%9E%D7%99%D7%9E%D7%93 having a hinged door.
    Topics in this
    Using MassFX in 3ds Max
    It provides introductory and overview material concerning the concepts and foundations used in MassFX. If you've not used MassFX before, this is a great place to start.
    MassFX Reference
    It describes each menu item, הדמיות תלת מימד - http://www.yamita.co.il/%D7%94%D7%93%D7%9E%D7%99%D7%95%D7%AA-%D7%AA%D7%9C%D7%AA-%D7%9E%D7%99%D7%9E%D7%93 button, and parameter in the plug-in. If you love to jump directly in, stop reading and go play! Once you have an issue about a feature, you comes back here and appearance it up.
    MassFX Glossary
    Explains - http://www.thefashionablehousewife.com/?s=Explains some terms used within the MassFX interface.

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craig1205597035406's picture
on Jun 12, 2018

MassFX simulations use rigid bodies: objects that will not change shape throughout the simulation. Each rigid body may be one of three types:

Dynamic: The motion of Dynamic objects is controlled entirely by the simulation. They can be subject to gravity, Force space warps, and forces that be a consequence of being struck by other objects in the simulation, including cloth objects.
Kinematic: Kinematic objects could be animated using standard methods, nonetheless they don't; they can easily be stationary objects. A Kinematic object could affect dynamic objects inside simulation but cannot be affected by them. A Kinematic object can switch onto Dynamic status at any point through the simulation.
Static: Static objects resemble Kinematic objects but can not be animated. However, they could be concave, unlike Dynamic and Kinematic objects. They are of help as containers, walls, obstacles, and so on.
More resources for the rigid body types, see Rigid Body Types: Dynamic, Kinematic, and Static.

Also available to be used in simulations may be the mCloth modifier, which lets cloth objects participate fully in simulations.

Running the simulation combines the upshot of the physics calculations with your own personal predefined animations. The actual result displays entirely within the viewports, live or near-real time, determined by scene complexity.

If you work with MassFX to put together a simulation to use in a personal game or some other real-time project, הדמיות תלת מימד - http://www.yamita.co.il/%D7%94%D7%93%D7%9E%D7%99%D7%95%D7%AA-%D7%AA%D7%9C%D7%AA-%D7%9E%D7%99%D7%9E%D7%93 you are able to export the settings for loading in to the PhysX and APEX SDKs from NVIDIA.

If you work with the plug-in to include simulation with a scene that you will render, you may bake the leads to animation keyframes. This hastens your workflow (fastest repeatable renderings), locks down your results (no unexpected variations), and helps you tweak the resulting animation as desired. Later, you need to tweak the simulation, you may unbake the animation, restoring an original dynamic nature of your scene.

Additional popular features of MassFX include:
The MassFX Visualizer displays various simulation factors for instance object velocities and phone points. This feature is invaluable for debugging simulations.
A הדמיות תלת מימד לבתים - http://www.yamita.co.il/%D7%94%D7%93%D7%9E%D7%99%D7%95%D7%AA-%D7%AA%D7%9C%D7%AA-%D7%9E%D7%99%D7%9E%D7%93 kinematic body can change to a dynamic at any point while in the animation. During its kinematic phase, it behaves just like you animate it and can influence dynamic bodies and not react to them. As an example, you may animate a personality swinging a tennis racket up another a serve. Then, following the body becomes dynamic, it responds to other bodies and forces inside the scene. For example, the tennis player might accidentally hit websites, at which point the racket could become dynamic and fly into the atmosphere, pursuing the laws of physics.
MassFX Explorer is an exclusive version of Scene Explorer committed to working with MassFX simulations.
Use constraints to let objects to restrict one another's motion, just like הדמיות פנים - http://www.yamita.co.il/%D7%94%D7%93%D7%9E%D7%99%D7%95%D7%AA-%D7%AA%D7%9C%D7%AA-%D7%9E%D7%99%D7%9E%D7%93 having a hinged door.
Topics in this
Using MassFX in 3ds Max
It provides introductory and overview material concerning the concepts and foundations used in MassFX. If you've not used MassFX before, this is a great place to start.
MassFX Reference
It describes each menu item, הדמיות תלת מימד - http://www.yamita.co.il/%D7%94%D7%93%D7%9E%D7%99%D7%95%D7%AA-%D7%AA%D7%9C%D7%AA-%D7%9E%D7%99%D7%9E%D7%93 button, and parameter in the plug-in. If you love to jump directly in, stop reading and go play! Once you have an issue about a feature, you comes back here and appearance it up.
MassFX Glossary
Explains - http://www.thefashionablehousewife.com/?s=Explains some terms used within the MassFX interface.