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MassFX

Lonny Muscio (2018-08-19)


MassFX simulations use rigid bodies: objects that do not change shape while in the simulation. Each rigid body generally is one of three types:

Dynamic: The motion of Dynamic objects is controlled entirely from the simulation. These are controlled by gravity, Force space warps, and forces that are caused by being struck by other objects from the simulation, including cloth objects.
Kinematic: Kinematic objects may be animated using standard methods, nevertheless they must not be; they can merely be stationary objects. A Kinematic object could affect dynamic objects from the simulation but cannot be affected by them. A Kinematic object can switch to Dynamic status at any point while in the simulation.
Static: Static objects are like Kinematic objects but can't be animated. However, they usually are concave, unlike Dynamic and Kinematic objects. They are helpful as containers, walls, obstacles, and so on.
For more information on the rigid body types, see Rigid Body Types: Dynamic, Kinematic, and Static.

Sold for usage in simulations is the mCloth modifier, which lets cloth objects participate fully in simulations.

Running the simulation combines the upshot of the physics הדמיות תלת מימד לבתים calculations with your very own predefined animations. The results displays entirely from the viewports, in real time הדמיות תלת מימד מחיר or near-real time, subject to scene complexity.

If you are using MassFX to set up a simulation to be used in a game or some other real-time project, it is possible to export the settings for loading on the PhysX and APEX SDKs from NVIDIA.

The use of the plug-in to incorporate simulation to a scene that you'll render, you'll be able to bake the leads to animation keyframes. This hastens your workflow (fastest repeatable renderings), locks down your results (no unexpected variations), and means that you can tweak the resulting animation as desired. Later, if you have to tweak the simulation, you'll be able to unbake the animation, restoring an original dynamic nature on the scene.

Additional top features of MassFX include:
The MassFX Visualizer displays various simulation factors such as object velocities and call points. This feature is invaluable for debugging simulations.
A kinematic body can switch the signal from a dynamic at any point within the animation. During its kinematic phase, it behaves when you animate it and may influence dynamic bodies and not answer them. For example, you can animate a character swinging a tennis racket up an extra chance a serve. Then, הדמיות תלת מימד לבתים after the body becomes dynamic, it responds to other bodies and forces inside the scene. For instance, the tennis player might accidentally hit the world הדמיות חוץ wide web, after which 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 permitting objects to limit one another's motion, just like having a hinged door.
Topics in this section
Using MassFX in 3ds Max
It provides introductory and overview material regarding the concepts and blocks included in MassFX. If you've not used MassFX before, that is a great spot to start.
MassFX Reference
This describes each menu item, button, and parameter of your plug-in. If you want to leap directly in, stop reading and go play! Once you have a matter about a component, you may appear back here and search it up.
MassFX Glossary
Explains some terms used inside MassFX interface.



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