
"This course contains the use of artificial intelligence"
Note: This course uses a speaker with AI-generated voice.
Topics: In this course we will study the detailed analysis of the Mass Fx Rigid body modifier dedicated to the collision between rigid bodies, we will study the management of dynamic static bodies and kinematic bodies in real time simulation directly in the 3ds max viewport.
We will study the management of the animation players present in the Mass FX tools for the creation of collision simulations and subsequent creation of animation keys through the Bake and the behavior of collisions between the objects present in the scene.
We will study all types of physical meshes, concave convex composites to create collisions between different types of objects.
We will study the management of gravity, acceleration and advanced parameters to influence the dynamics of bodies in realistic simulations.
We will study the solvers and the settings during the simulations to increase the quality of the simulation and its possibilities to reduce errors during collisions.
We will study the modification of rigid body rotation and velocity during collisions to create variations in the simulation.
We will study the management of 3dsmax units of measure in relation to the dynamics to modify the space and the collision themes.
In the course there are dynamics exercises dedicated to vehicles and rigid bodies, exercises of gravity functions.
We will also see the new interface and new features of the Mass FX modifier.
In the course there are the exercise files set up for Mental ray and for Arnold.
Attached to the lessons are the 3ds max 2014 exercise files compatible up to 3ds max 2017 and the 3ds max 2018 and 3ds max 2020 exercise files compatible with higher releases.
Note: the exercise files are attached to lesson 3 " 3dsmax_002_Mass FX Interface Structure "
Topics: In this second part we will complete the study and detailed analysis of the Mass Fx Rigid body modifier dedicated to the collision between rigid bodies, we will study the management of static dynamic bodies and kinematic bodies in real-time simulation directly in the 3ds max viewport .
We will study the management of all types of Constraints to constrain the movement of rigid bodies and analyze all the basic and advanced parameters. We will study the management of tools for export, validation and exploration of the scene and its dynamics.
We will study the different methods of dynamic visualization analysis to obtain an optimal result in the simulations.
In the course there are several practical step-by-step exercises for the construction of dynamic ropes and chains and the study of mesh deformations and bone settings.
There are also exercises dedicated to the new Ragdoll characters and the dynamics through bipeds and skin characters, for the collision interaction between the various characters during the bone and mesh simulation; we will study how to set up the whole structure of the biped related to the Mass FX modifiers.
In the Course there are exercises in demolishing buildings using Compound Objects and viewport animation, exercises in crushing objects using scripts and slow motion rendering in 3ds max; different techniques and render engines will be used for broad compatibility with 3ds max, specifically we will use Mental ray for previous versions of 3ds max and Arnold Render for new versions of 3ds max.
Attached to the lessons are the 3ds max 2014 exercise files compatible up to 3ds max 2017 and the 3ds max 2018 and 3ds max 2020 exercise files compatible with higher releases.
Note: the practice files are attached to lesson 3 " 3dsmax_041_Constraint Creation "