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MassFX

Lonny Muscio (2018-08-30)


MassFX simulations use rigid bodies: objects that won't change shape throughout the simulation. Each rigid body is usually three types:

Dynamic: The motion of Dynamic objects is controlled entirely from the simulation. There're governed by gravity, Force space warps, and forces that result from being struck by other objects from the simulation, including cloth objects.
Kinematic: Kinematic objects may be animated using standard methods, they doesn't have to be; they can just be stationary objects. A Kinematic object can affect dynamic objects in the simulation but cannot be affected by them. A Kinematic object can switch over to Dynamic status at any time while in the simulation.
Static: Static objects are הדמיות פנים exactly like Kinematic objects but is not animated. However, they could be concave, unlike Dynamic and Kinematic objects. They are helpful as containers, walls, obstacles, so on.
For additional information on the rigid body types, see Rigid Body Types: Dynamic, Kinematic, and Static.

Available too to be used in simulations is the mCloth modifier, which lets cloth objects participate fully in simulations.

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

Should you use MassFX to create a simulation to use in a sport or any other real-time project, you possibly הדמיות פנים can export the settings for loading into your PhysX and APEX SDKs from NVIDIA.

If you use the plug-in to provide simulation to the scene that you'll render, you'll be able to bake the results to animation keyframes. This quickens your workflow (fastest repeatable renderings), locks down your results (no unexpected variations), and enables you to tweak the resulting animation as desired. Later, you need to tweak the simulation, you'll be able to unbake the animation, restoring the initial dynamic nature on the scene.

Additional attributes of MassFX include:
The MassFX Visualizer displays various simulation factors such as object velocities and make contact with points. This feature is invaluable for debugging simulations.
A kinematic body can switch the signal from a dynamic at any time inside the animation. During its kinematic phase, it behaves because you animate it and can influence dynamic bodies but not answer them. Such as, you could animate a character swinging a tennis racket up another a serve. Then, after the body becomes dynamic, it responds to other bodies and forces inside scene. Such as, the tennis player might accidentally hit the net, at which point the racket could become dynamic and fly into mid-air, following laws of physics.
MassFX Explorer is a particular version of Scene Explorer committed to utilizing MassFX simulations.
Use constraints to allow objects to restrict one another's motion, for instance by using a hinged door.
Topics in this
Using MassFX הדמיות פנים in 3ds Max
This provides introductory and overview material about the concepts and blocks used in MassFX. If you've not used MassFX before, this is a great destination to start.
MassFX Reference
It describes each הדמיות תלת מימד menu item, button, and parameter of your plug-in. If you appreciate to leap directly in, stop reading and go play! For those who have a query about a feature, you may be found back here and check it up.
MassFX Glossary
Explains some terms used from the MassFX interface.



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