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MassFX

Lonny Muscio (2018-09-19)


MassFX simulations use rigid bodies: objects which don't change shape during the simulation. Each rigid body generally is 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 result of being struck by other objects from the simulation, including cloth objects.
Kinematic: Kinematic objects is usually animated using standard methods, but they also don't have to be; הדמיות תלת מימד they can simply be stationary objects. A Kinematic הדמיות תלת מימד מחיר object could affect dynamic objects from the simulation but cannot הדמיות תלת מימד מחיר be affected by them. A Kinematic object can switch over to Dynamic status at any time through the simulation.
Static: Static objects are like Kinematic objects but is not animated. However, they usually are concave, unlike Dynamic and Kinematic objects. They are of help as containers, walls, obstacles, and for that reason on.
More resources for the rigid body types, see Rigid Body Types: Dynamic, Kinematic, and Static.

Sold for use 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 predefined animations. The effect displays entirely from the viewports, instantly or near-real time, dependant upon scene complexity.

The use of MassFX to build a simulation to use in a casino game or other real-time project, you are able to export the settings for loading in to the PhysX and APEX SDKs from NVIDIA.

If you are using the plug-in to include simulation to your scene you will render, it is possible to bake the leads to animation keyframes. This boosts 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 can unbake the animation, restoring an original dynamic nature in the scene.

Additional attributes of MassFX include:
The MassFX Visualizer displays various simulation factors including object velocities and phone points. This feature is invaluable for debugging simulations.
A kinematic body can switch the signal from a dynamic at any point inside animation. During its kinematic phase, it behaves when you animate it הדמיות תלת מימד and may influence dynamic bodies yet not reply to them. For instance, you can animate a personality swinging a tennis racket up an extra chance a serve. Then, after the body becomes dynamic, it responds to other bodies and forces while in the scene. Such as, the tennis player might accidentally hit the net, at which point the racket could become dynamic and fly into the atmosphere, following the laws of physics.
MassFX Explorer is a particular version of Scene Explorer specializing in dealing with MassFX simulations.
Use constraints to permit objects to restrict each other's motion, for example that has a hinged door.
Topics in this section
Using MassFX in 3ds Max
This section provides introductory and overview material around the concepts and building blocks utilised in MassFX. If you've not used MassFX before, this can be a great spot to start.
MassFX Reference
This section describes each menu item, button, and parameter with the plug-in. If you like to leap directly in, stop reading and go play! In case you have a question about an attribute, you will come back here and search it up.
MassFX Glossary
Explains some terms used from the MassFX interface.



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