Lynda - Creating Simulations in MassFX and 3ds Max
Lynda-創(chuàng)建模擬在MassFX和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.
本課程介紹了基本的物理仿真在3ds Max使用MassFX,這個(gè)系統(tǒng)制作動(dòng)畫(huà)剛體對(duì)象,布料,和粒子系統(tǒng)非常好用。
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.
作者布萊恩 布拉德利介紹基本的概念,如重力、阻力、體積和密度,以及牛頓運(yùn)動(dòng)定律可以幫助你理解交互對(duì)象與這些看不見(jiàn)的力量。
Using the purpose built scene, Brian walks through the tools and features of the MassFX (PhysX) system, applying the principles discussed as he goes.
使用特制的場(chǎng)景,布萊恩介紹MassFX(物理運(yùn)算引擎)系統(tǒng)的工具和特性。
Along the way, discover how to combine rigid bodies and constraints, mCloth fabrics, and mParticles geometry to create fairground-style effects.
學(xué)習(xí)如何結(jié)合剛體和約束,mCloth面料,mParticles幾何創(chuàng)建游樂(lè)場(chǎng)風(fēng)格效果。
Topics include:
主題包括:
Setting up your 3ds Max project
設(shè)置你的3 ds Max項(xiàng)目
Understanding volume, mass, and density
理解體積、質(zhì)量和密度
Learning the difference between concave and convex meshes
學(xué)習(xí)區(qū)別凹凸面網(wǎng)格
Discovering Ground Collision and Gravity
探索地面碰撞和重力
Baking out a simulation for rendering
烘焙一個(gè)渲染的模擬
Adding an animation override
添加一個(gè)覆蓋動(dòng)畫(huà)
Adding Rigid constraints and creating breakability
添加剛性約束和創(chuàng)建可破碎性物體
Creating springy targets with the Hinge constraint
創(chuàng)建富有彈性的目標(biāo)與鉸鏈約束
Spinning targets with Twist
旋轉(zhuǎn)目標(biāo)用扭曲命令
Working with mCloth
處理mCloth
Putting a rip in mCloth
在mCloth設(shè)置撕裂
Adding forces to a simulation
添加一個(gè)模擬力場(chǎng)
Using fracture geometry in mParticles
使用破裂物體在在mParticles
描述:
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