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MassFX

Lonny Muscio (2018-09-10)


MassFX simulations use rigid bodies: objects that do not change shape throughout the simulation. Each rigid body can be one of three types:

Dynamic: The motion of Dynamic objects is controlled entirely because of the simulation. They're governed by gravity, Force space warps, and forces that originate from being struck by other objects inside simulation, including cloth objects.
Kinematic: Kinematic objects is often animated using standard methods, but they don't have to be; they can easily be stationary objects. A Kinematic object can impact dynamic objects inside the simulation but cannot have them. A Kinematic object can switch to Dynamic status at any point while in the simulation.
Static: Static objects can be like Kinematic objects but can not be animated. However, they might be concave, unlike Dynamic and Kinematic objects. They are helpful as containers, walls, obstacles, so on.
For additional info on the rigid body types, see Rigid Body Types: Dynamic, Kinematic, and Static.

Presented for use in simulations may be the mCloth modifier, which lets cloth objects participate fully in simulations.

Running the simulation combines the outcome of the physics calculations with your predefined animations. The actual result displays entirely within the viewports, instantly or near-real time, dependant upon scene complexity.

If you work with MassFX to arrange a simulation for replacements in an activity as well as other real-time project, you possibly can export the settings for loading in the PhysX and APEX SDKs from NVIDIA.

If you are using the plug-in to provide simulation to a scene that you'll render, it is possible to bake the results to animation keyframes. This quickens your workflow (fastest repeatable renderings), locks down your results (no unexpected variations), and permits you to tweak the resulting animation as desired. Later, you need to tweak the simulation, you are able to unbake the animation, restoring the main dynamic nature from the scene.

Additional top features of MassFX include:
The MassFX Visualizer displays various simulation factors just like object velocities and phone points. This feature is invaluable for debugging simulations.
A kinematic body can exchange signal of a dynamic at any time within the animation. During its kinematic phase, it behaves just like you animate it and הדמיות פנים may influence dynamic bodies however, הדמיות תלת מימד מחיר not respond to them. As an example, you can animate a character swinging a tennis racket up to send back a serve. Then, as soon as the body becomes dynamic, it responds with bodies and forces from the scene. Such as, the tennis player might accidentally hit the world wide web, after which the racket could become dynamic and fly into the atmosphere, following your laws of physics.
MassFX Explorer is a special version of Scene Explorer devoted to working together with MassFX simulations.
Use constraints to allow for הדמיות חוץ objects to limit one another's motion, for example by using a hinged door.
Topics in this
Using MassFX in 3ds Max
It provides introductory and overview material concerning the concepts and building blocks included in MassFX. If you have never used MassFX before, that is a great spot to start.
MassFX Reference
This section describes each menu item, button, and parameter of your plug-in. If you value to jump directly in, stop reading and go play! When you've got a query about a function, you may appear back here and הדמיות חוץ appearance it up.
MassFX Glossary
Explains some terms used inside MassFX interface.



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