by on 1 November, 2018
הדמיות תלת מימדMassFX simulations use rigid bodies: objects that will not change shape in the simulation. Each rigid body is usually one of three types:
Dynamic: The motion of Dynamic objects is controlled entirely through the simulation. There're be subject to gravity, Force space warps, and forces that result from being struck by other objects inside the simulation, including cloth objects.
Kinematic: Kinematic objects may be animated using standard methods, however they needn't be; they can merely be stationary objects. A Kinematic object make a difference dynamic objects in the simulation but cannot be affected by them. A Kinematic object can switch up to Dynamic status at any point over the simulation.
Static: Static objects are like Kinematic objects but are not animated. However, they can be concave, unlike Dynamic and Kinematic objects. They are useful as containers, walls, obstacles, and therefore on.
For הדמיות אדריכליות additional info on the rigid body types, see Rigid Body Types: Dynamic, Kinematic, and Static.
Available too for usage in simulations would be the mCloth modifier, which lets cloth objects participate fully in simulations.
Running the simulation combines the results of the physics calculations with your very own predefined animations. The results displays entirely inside viewports, live or הדמיות אדריכליות near-real time, dependant upon scene complexity.
If you utilize MassFX to set up a simulation in order to use in a casino game or another real-time project, you may export the settings for loading to the PhysX and APEX SDKs from NVIDIA.
If you use the plug-in to incorporate simulation to your scene you'll render, you may bake the results to animation keyframes. This boosts your workflow (fastest repeatable renderings), locks down your results (no unexpected variations), and means that you can tweak the resulting animation as desired. Later, in order to tweak the simulation, you may unbake the animation, Yamita restoring an original dynamic nature of the scene.
Additional top 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 kinematic body can change to a dynamic at any point inside the animation. During its kinematic phase, it behaves as you animate it and can influence dynamic bodies and not respond to them. As an example, you would possibly animate a personality swinging a tennis racket up to send back a serve. Then, following your body becomes dynamic, it responds with other bodies and forces within the scene. As an example, the tennis player might accidentally hit the net, after which the racket could become dynamic and fly into the atmosphere, following laws of physics.
MassFX Explorer is an exclusive version of Scene Explorer focused on using the services of MassFX simulations.
Use constraints to permit objects to restrict one another's motion, such as by using a hinged door.
Topics in this
Using MassFX in 3ds Max
This section provides introductory and overview material about the concepts and building blocks utilized in MassFX. If you haven't used MassFX before, this is usually a great place to start.
MassFX Reference
It describes each menu item, button, and parameter from the plug-in. If you want to jump in, הדמיות פנים stop reading and go play! If you have a matter about an attribute, you will come back here and show off it up.
MassFX Glossary
Explains some terms used inside the MassFX interface.