Set up the bowl:. The bowl requires a bit more setup because it is concave. This button should be displayed after you used the same option for the ball. The default Convex physical shape is not a good approximation of the bowl, because it is a convex shape, as you can see in the viewports.
A Dynamic rigid body must be represented in MassFX with convex physical shapes. To model a concave shape such as the bowl, you can approximate it with a collection of smaller convex shapes. The Convex physical shape disappears. There is no default "Concave" shape: You need to construct a custom Concave shape collection for every concave object in your simulation. During this time it displays the status message "Calculating" and the progress as a percent.
When the physical shape is complete, the status line displays information about the new Composite mesh: "Current mesh contains 14 hulls. With certain auto-generated concave shapes, it's necessary to turn on a switch that improves the fit. Now the shape is truly concave, but it's also needlessly complex, with hulls. Now the mesh contains only 10 hulls, which will simulate faster.
As you'll see, it's enough to create a convincingly concave physical shape for the bowl. That is all it takes to set up this simulation. Now you are ready to see it in action. Play the simulation:. There is a brief pause while 3ds Max does the calculations, then the ball falls into the bowl, bounces a bit, and ends by rolling off the table, taking the bowl with it. Another way to make the simulation repeatable is to bake it as a 3ds Max animation.
The next procedure shows you how to do this. Bake the animation:. Typically this is done on a frame-by-frame basis, resulting in a renderable animation that is identical to the original simulation. While doing so, it displays a progress bar at the bottom of the window. Architectural Visualization. Bifrost Liquids. Building Levels. Character Animation. Character Effects. Color Management. Creating Effects. Creating Interactions.
Customer Stories. Deploying and Building. Design Viz. Digital Visualization. Example scenes. Importing and Exporting. We will learn how meshes can be scattered and positioned so that different feather models will appear in different parts of the character. Texturing and UV coordinates alignment is also explained. Menu home about careers resellers contact ornatrix max ornatrix maya ornatrix c4d lucid zookeeper lab max. Feathers grooming texturing and Dynamics Modeling and Grooming the feathers: This is the first of a series of tutorials dedicated to realistic feather creation using Ornatrix 3dsmax.
Dynamics: After setting up our feathers in previous two tutorials we are now ready for dynamics. Texturing: Now that we're done with modeling and animating our feathers it is time to give them some texture.
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