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EIE3101 Computer Animation 2021/22 sem 1

Tutorial 11: Animation 3


Contents
Light Animation .................................................................................................................................. 1
Creating a Biped ................................................................................................................................. 3
Exercise 1: Biped footsteps walking ........................................................................................................ 5
MassFX ................................................................................................................................................. 5
The MassFX Interface ....................................................................................................................... 6
MassFX Toolbar .................................................................................................................................. 6
Multi-Object Editor Panel: Rigid Bodies .................................................................................... 10
Constraints Flyout ........................................................................................................................... 17
Exercise 2: Bowling ............................................................................................................................... 21
Exercise 3: Brick wall 1 .......................................................................................................................... 22
Exercise 4: Brick wall 2 .......................................................................................................................... 23

Light Animation

Open “Day-Light-Moving.max”

1. Initial Render setup:

 Press ‘F10’->Render Setup


 Select “Quicksilver Hardware Renderer” for the Renderer
 Common  select "Single" for “Time Output” under “Common Parameters” rollout
 Common  uncheck "Save File" for “Render Output” under “Common Parameters” rollout
 Renderer  Lighting and Shadows  Illuminate with:  select “Default Lights”
 Try to render an image

2. Create Daylight:

 Create  Lights  Daylight System


 Go to modifier panel and select “Standard” for “Sunlight” under “Daylight Parameters”
rollout
 Adjust the Camera view so that it looks like the Figure below. (If you can’t see the scene
clearly, you can temporarily change the light illumination to Default light: 3rd bracket in the
viewport  Lighting and Shadows  Illuminate with Default Lights.)

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Figure 1. Camera view (Default Shading, Illuminate with Default Lights)

 Select the Daylight object, choose “Manual” for the “Position” under “Daylight Parameters”
rollout in the Modifier panel.
 Go to ‘Time Configuration’ and change the Length of Animation to 200.
 Turn on AutoKey mode and manually adjust the position of the Sun to set keyframes such
that it moves like the video provided.
 In order to preview the light effect in the viewport, remember to change the light
illumination back to “Illuminate with Scene Lights”.

3. Set blue sky

 Press ‘8’ for Environment and Effects.


 Click ‘None’ for Environment Map under Common Parameters > Background.
 Choose ‘Physical Sun & Sky Environment’ for the Environment Map.

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 To display the blue sky in the viewport, go to the 4th bracket, select ‘Environment
Background’ for Viewport Background.

4. To render the animation:

 Press ‘F10’  Render Setup


 Common  select "Active Time Segment" for Time Output
 Common  Every Nth Frame  1
 Common  Render Output  check "Save File"  select file in avi format
[Note: To allow portrait output, change the compressor from “DV Video Encoder” to “MJPEG
Compressor” in the setup of file saving dialog.]
 Render  Lighting and Shadows  Illuminate with:  select “Scene Lights”
 Render (it takes time, be patient!)

Creating a Biped
A biped model is a two-legged figure: human or animal or imaginary. Each biped is an armature designed
for animation, created as a linked hierarchy. The biped skeleton has special properties that make it instantly
ready to animate. Like humans, bipeds are especially designed to walk upright, although you can use
bipeds to create multi-legged creatures. The joints of the biped skeleton are limited to match those of the
human body. The biped skeleton is also specially designed to animate with character studio footsteps,
which help solve the common animation problem of locking the feet to the ground.

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The parent object of the biped hierarchy is the biped’s center of mass object, which is named Bip001 by
default.

Creating a Biped
A button for creating a Biped appears in the Create panel under Systems. You create a biped by clicking
this button and then dragging in the active viewport. You define the height of the biped interactively as you
move the cursor.

During biped creation, you can change any of the default settings that are used to define its basic structure.
The default settings, for Arms, Neck Links, Spine Links, and so on, are for a human figure.

Changing Biped Parameters


Like other 3ds Max objects, you can change biped parameters on the Create panel at creation time.
However, to modify or animate a biped, you use parameters on the Motion panel. For more information on
changing biped parameters, see Structure Rollout.

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Exercise 1: Biped footsteps walking


Open “Biped - Start.max” and follow the steps to create Biped and apply skin modifier.
Then create footsteps walking for the Biped.

MassFX

MassFX for 3ds Max provides a toolset for adding realistic physics simulations to your
project. This plug-in emphasizes 3ds Max-specific workflows, using modifiers and
helpers to annotate the simulation aspects of your scene.

To see some examples of what you can do with MassFX, play this video:
http://help.autodesk.com/view/3DSMAX/2016/ENU//index.html?guid=GUID-3A3E8929-
A7A4-4BA8-80F2-8B32AAA7BC7B

MassFX simulations use rigid bodies: objects that do not change shape during the
simulation. Each rigid body can be one of three types:
 Dynamic: The motion of Dynamic objects is controlled entirely by the simulation. They
are subject to gravity, Force space warps, and forces that result from being struck by
other objects in the simulation, including cloth objects.
 Kinematic: Kinematic objects can be animated using standard methods, but they
don't have to be; they can simply 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 point during the simulation.
 Static: Static objects are like Kinematic objects but cannot be animated. However,
they can be concave, unlike Dynamic and Kinematic objects. They are useful as
containers, walls, obstacles, and so on.

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The MassFX Interface

This topic provides an overview of the various ways of interacting with MassFX in 3ds
Max.

The MassFX Toolbar

One convenient way to use MassFX is with the MassFX toolbar. For details,
see MassFX Toolbar.
If the toolbar isn’t visible, you can open it as with any other toolbar in 3ds Max: Right-
click in an unused toolbar area to open the right-click menu and choose MassFX Toolbar
from the menu.

MassFX Toolbar

The MassFX toolbar provides quick access to the most commonly used commands.

 Right-click an empty area on the main toolbar > MassFX Toolbar

Interface

MassFX Tools Flyout

The buttons on this flyout provide direct access to the different panels of the MassFX
Tools dialog. You can also open the dialog with the Show MassFX Tools command on
the Simulate menu Tools - MassFX Show MassFX Tools.

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World Parameters
Opens the MassFX Tools dialog to the World Parameters panel.

Simulation Tools
Opens the MassFX Tools dialog to the Simulation Tools panel.

Multi-Object Editor
Opens the MassFX Tools dialog to the Multi-Object Editor panel.

Display Options
Opens the MassFX Tools dialog to the Display Options panel.

The MassFX Tools Dialog

The MassFX Tools dialog consists of four panels. You can open it directly to the panel of
interest with the first flyout on the MassFX toolbar. The panels are:

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 World Parameters Lets you control aspects common to the entire project using the
Scene Settings, Advanced Settings, and Engine rollouts. For details, see MassFX
Tools: World Parameters Panel.
 Simulation Tools Provides access to actions used during development of a
simulation, such as Play, Reset, and Bake. For details, see MassFX Tools: Simulation
Tools Panel.
 Multi-Object Editor Lets you adjust settings for multiple rigid bodies or constraints
simultaneously. For details, see MassFX Tools: Multi-Object Editor Panel.
 Display Options Controls display properties common to the entire project. The Rigid
Bodies rollout provides display options for all rigid bodies in the scene, and the
MassFX Visualizer rollout provides tools for debugging simulations. For details,
see MassFX Tools: Display Options Panel.

Rigid Bodies, mCloth, Constraints, and Ragdoll

The next four toolbar controls are for converting standard 3ds Max objects into ones that
can work in a simulation, including rigid bodies and cloth. As with other flyouts, clicking
the visible flyout button performs the action indicated by its icon, while clicking and
holding on the flyout opens a list of related actions.
For more information, see Rigid Body Overview, Constraining Physics Objects, MassFX
Rigid Body Modifier, MassFX Constraint Helper, MassFX Ragdoll, and mCloth Modifier.

Rigid Body Flyout

Set Selected As Dynamic Rigid Body


Applies a non-instanced MassFX Rigid Body modifier to each selected object,
with Rigid Body Type set to Dynamic, and creates a single convex physical
shape for the object. If any selected objects already have a MassFX Rigid Body
modifier, the existing modifier is changed to Dynamic, not reapplied.

This command is also available as Set Selected As Dynamic Rigid Body on the
Simulate menu Rigid Bodies Set Selected As Dynamic Rigid Body.

Set Selected As Kinematic Rigid Body

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Apply a non-instanced MassFX Rigid Body modifier to each selected object, with
Rigid Body Type set to Kinematic, and creates single convex physical shape for
each object. If any selected objects already have a MassFX Rigid Body modifier,
the existing modifier is changed to Kinematic, not reapplied.

This command is also available as Set Selected As Kinematic Rigid Body on the
Simulate menu Rigid Bodies Set Selected As Kinematic Rigid Body.

Set Selected As Static Rigid Body


Apply a non-instanced MassFX Rigid Body modifier to each selected object, with
Rigid Body Type set to Static. A single convex physical shape is created for the
object. If any selected objects already have a MassFX Rigid Body modifier, the
existing modifier is changed to Static, not reapplied.

This command is also available as Set Selected As Static Rigid Body on the
Simulate menu Rigid Bodies Set Selected As Static Rigid Body.

mCloth Flyout

Use these commands to apply the mCloth modifier to an object or to remove


the modifier from an object.

Set Selected as mCloth Object


Applies a non-instanced mCloth modifier to each selected object, then switches
to the Modify panel for adjustment of the modifier parameters.

If the object already has the mCloth modifier applied, this command simply
switches to the Modify panel if necessary.

Remove mCloth from Selected


Removes the mCloth modifier from each selected object.

Simulation Controls

Last on the toolbar are buttons and a flyout for controlling the simulation:

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 Reset Simulation rewinds the time slider to the first animation frame and moves
any dynamic rigid bodies back to their initial transforms.

 While the standard 3ds Max Play Animation button advances the time slider and
plays the scene animation, the Start Simulation button updates the positions of
dynamic rigid body objects in the scene while also advancing the time slider and
playing the animation.

o To run the simulation only without advancing the time slider, thus not updating
the positions of kinematic and other animated objects, use Start Simulation Without
Animation, available from the flyout.

 Step Simulation runs the simulation for a single frame, along with standard
animation, and then stops.

Multi-Object Editor Panel: Rigid Bodies

When one or more MassFX rigid bodies are selected in the scene, you can edit all of
their properties simultaneously using the rollouts on the Multi-Object Editor panel.

 Select one or more MassFX rigid bodies. > MassFX Tools Dialog > (Multi-Object
Editor)
When using the Edit panel with a selection of rigid bodies, observe the following:
 You can create new Physical Material presets only from the Multi-Object Editor panel,
not from the modifier interface.
 Editing the Physical Mesh property with the Multi-Object Editor panel is limited to rigid
bodies with a single physical shape each. For editing or creating objects with multiple
meshes, use the modifier Physical Shapes rollout.

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Interface

Rigid Body Properties rollout

With one exception, these controls are available only when all selected objects are
unbaked rigid bodies. The exception is this: If the selection consists exclusively of baked
rigid bodies, the Unbake button is available for restoring the objects to their unbaked
state.

Rigid Body Type


The simulation type for all selected rigid bodies. The available choices are
Dynamic, Kinematic, and Static. For details, see Rigid Body Types: Dynamic,
Kinematic, and Static.

Until Frame
When on, MassFX converts the selected Kinematic bodies to Dynamic at the
specified frame. Available only when Rigid Body Type is set to Kinematic.

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This means you can animate an object using standard methods and set Rigid
Body Type to Kinematic so it performs as animated until the designated frame. At
that point it becomes a Dynamic object and is then subject to the full MassFX
simulation forces.
For example, to re-create a baseball game, you might animate the ball leaving
the pitcher's hand and flying toward the bat. Then, using Until Frame, when the
bat strikes the ball, MassFX would take over and accurately simulate the action of
the batter hitting a home run (or fouling out).
Tip: A rigid body need not be animated to take advantage of this feature. For
example, you might want to suspend several stationary bodies and then drop
them at different times. To do so, simply set them all to Kinematic and turn on
Until Frame, then select each one in turn and specify the frame at which it should
start being subject to gravity.

Bake/Unbake
Converts the simulated motion of selected, unbaked rigid bodies to standard
animation keyframes. Applies only to Dynamic rigid bodies, and available only
when all selected rigid bodies are baked or unbaked (not a combination).

If all selected rigid bodies are baked, the button label is "Unbake" and clicking it
removes the keyframes and restores the bodies to Dynamic status.

Use High Velocity Collisions


When on and the World panel Use High Velocity Collisions switch is on,
the High Velocity Collisions settings apply to selected rigid bodies.

Start in Sleep Mode


When on, selected rigid bodies start the simulation in sleep mode, using
the global sleep settings. This means that they will not move until struck by a
non-sleeping rigid body. For example, to simulate a domino rally, start all of the
dominos except the first in sleep mode.

Collide with Rigid Bodies


When on (the default), the selected rigid bodies collide with other rigid bodies in
the scene.

Physical Material rollout

This rollout provides basic tools for using physical materials, which determine
the way rigid bodies interact with other elements in the simulation. To set
specific values, use the Physical Material Properties rollout (see following).

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Preset
Choose a preset material from the drop-down list to change all values on the
Physical Material Properties rollout to those saved in the preset, and apply those
values to the selection.

To use the settings from a different rigid body in the scene, click and then
select a rigid body in the scene.
When you first assign the MassFX Rigid Body modifier to an object, MassFX
assigns a default set of physical material properties, including Density=0.5 and so
on, but does not assign a physical material. Thus the active Preset is (None) and
you can edit the material properties immediately. If you assign a preset from the
list, its settings appear on the Physical Material Properties rollout but are locked
and unavailable. To edit the settings, click the Lock button to unlock them.

Create Preset
Creates a new physical material preset from the current values. Opens the
Physical Material Name dialog, where you can enter a name for the new preset.
When you click OK, the new material becomes active and is added to the Preset
list.

Delete Preset
Removes the current preset from the list and sets the list to (None). The current
values are retained.

Physical Material Properties rollout

The Physical Material properties control the way rigid bodies interact with
other elements in the simulation: mass, friction, bounciness, and so on.
Once you've set the properties, you can save them as a preset with the
Physical Material rollout controls (see preceding).

Lock/Unlock
When on, as indicated by a colored background, the property settings for the
active preset are unavailable for editing. To edit the values, first click this button
to unlock the settings.

When a preset is assigned, the settings are locked by default. When no preset is
assigned, as indicated by the (None) label, the Lock button is unavailable and the
settings are always editable.

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After editing the property values, use Create Preset (see preceding) to save them
to a new preset. Otherwise the edited values are lost when you choose a different
preset.

Density
The density of this rigid body, measured in g/cm3 (grams per cubic centimeter).
This is one thousandth of the equivalent measurement in SI units: kg/m3.
Changing this value automatically calculates the correct mass for the object,
based on its volume.

Mass
The weight of this rigid body, measured in kg (kilograms). Changing this value
automatically updates the density of the object, based on its volume.

Static Friction
The degree of difficulty for two rigid bodies to start sliding against one another. A
value of 0.0 indicates no friction (more slippery than Teflon); a value of 1.0
indicates full friction (rubber cement on sandpaper).

The effective static friction between two rigid bodies is the product of their static
friction values. If one rigid body has a static friction of 0.0, it doesn't matter how
what the value of the other is. (Everything slides on wet ice; even sandpaper.)
Once the two objects start sliding, the dynamic friction (see following) applies
instead.

Dynamic Friction
The degree of difficulty for two rigid bodies to keep sliding against one another.
Technically, this parameter is called the "coefficient of kinematic friction." A value
of 0.0 indicates no friction (more slippery than Teflon); a value of 1.0 indicates full
friction (rubber cement on sandpaper).

In the real world, this value should be less than the coefficient of static friction.
(It's harder to start pushing a couch across the floor than it is to keep it moving.)
As with static friction, the effective value between two rigid bodies is the product
of their respective values.

Bounciness
How easily and high an object bounces when it hits another rigid body.
Technically, this parameter is called the "coefficient of restitution." A value of 0.0
indicates no bounce (a lump of peanut butter dropped on carpet); a value of 1.0
indicates that the object will bounce off just about as hard as it hit.

The effective bounciness between two rigid bodies is the arithmetic mean of their
bounciness values: Add their Bounciness values and divide by 2. Thus, bouncing
two bodies with Bounciness values of 0.5 each has the same result as bouncing
one body with Bounciness of 1.0 against a body with Bounciness of 0.0.
Tip: If repeated bouncing stops unexpectedly or goes on too long, set Bounce
Settings to Manual and adjust the Min Speed value. To prolong the bouncing,
lower Min Speed; to stop it sooner, raise Min Speed.

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Physical Mesh Rollout

A rigid body's physical mesh (also known as physical shape) is its


representation in the simulation. For details, see Rigid Body
Overview.

Mesh Type
The type of physical shape for selected rigid bodies. The available types are
Sphere, Box, Capsule, Convex, Concave, Original, and Custom. Sphere, Box,
and Custom are MassFX primitives and simulate more quickly than the others.
For best performance, use the simplest type you can get away with.
In general, changing the shape type generates a new physical shape of the
chosen type sized to fit around the graphical mesh. The exception is the Concave
type, which must be generated manually. The available options depend on the
active shape type, and are available on the Physical Mesh Parameters rollout
(see following).
Note: This setting is unavailable if any selected objects use multiple physical
shapes, and the rollout cannot be used for creating mutiple physical shapes for a
rigid body. In such cases, use the modifier Physical Shapes rollout with a single
selected object.

Physical Mesh Parameters rollout (Concave)

The Concave shape type lets you represent a concave rigid body as a number of
automatically generated convex hulls. It forms the hulls and fits them together into a
composite physical shape that matches the graphical mesh.
Creating the hulls can take a long time, depending on the resolution of the graphical
mesh, so it is necessary to click the Generate button to generate the hulls. The resulting
hull count is displayed at the bottom of the rollout so that you can evaluate the potential
performance impact of the (possibly numerous) convex hulls.
Note: The Concave shape type is useful mainly for Dynamic and Kinematic bodies,
whose physical shape cannot actually be concave. To represent a concave Static body
in the simulation with optimal performance, use the Original shape type instead.

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Following are descriptions of the Composite Mesh parameters. After changing any of
these settings, click Generate for the change to take effect.

Mesh Detail
The overall resolution of the physical shapes relative to that of the graphical
mesh. Higher Mesh Detail values create more hulls, thus providing greater fidelity
to the original mesh shape, at the cost of simulation speed.

Min(imum) Hull Size


The percentage of volume-split threshold for each piece of convex hull, relative to
the volume of the entire object.

A high Size Difference value provides a better approximation of the original


shape because it enables increased size variation for the convex hulls. This can
lead to a greater number of convex hulls being created, resulting in a cost to
simulation speed as well.
A low Size Difference value results in the creation of fewer hulls of similar size,
thus improving the simulation speed at the cost of precision.

Max(imum) Verts Per Hull


The maximum number of vertices to use for each convex hull. Using more
vertices gives you a better approximation of the original shape, at a slight cost to
simulation speed.

Improve Fitting
Produces a better match between the shape of the composite hull and the
graphical mesh, but takes longer to generate.

Generate
Click after choosing the Concave mesh type to create new convex hulls, and after
changing any settings to recalculate the hulls.

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Constraints Flyout

Each of these commands creates a MassFX Constraint helper. The only differences among them
are the values that are applied as reasonable defaults for the type of constraint described.
Before invoking the command, select two objects to represent the rigid bodies to be affected by
the constraint. The first object you select will be used as the parent of the constraint and the
second object as the child. The first object must not already be a Static rigid body, and the
second object must not already be a Static or Kinematic rigid body. If either selected object does
not already have a MassFX Rigid Body modifier applied, a confirmation dialog opens, offering to
apply the modifier to the objects.

After invoking a Create ... Constraint command, drag in a viewport to set the initial location of the
constraint as well as its display size. The constraint is then created and linked to the parent
object.

Create Rigid Constraint


Add a new MassFX Constraint helper to the project with settings appropriate for a rigid constraint.
A rigid constraint has the translation, swing, and twist all locked, attempting to hold two rigid
bodies at the same relative transformation as when the simulation starts.

This command is also available as Rigid Constraint on the Objects (or Simulate)
menu Constraints - MassFX submenu.

Create Slide Constraint


Add a new MassFX Constraint helper to the project with settings appropriate for a slide constraint.
A slide constraint is similar to a rigid constraint, but with a limited Y translation enabled.

This command is also available as Slide Constraint on the Objects (or Simulate)
menu Constraints - MassFX submenu.

Create Hinge Constraint


Add a new MassFX Constraint helper to the project with settings appropriate for a hinge
constraint. A hinge constraint is similar to a rigid constraint, but with Swing 1 limited to 100

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degrees. This command is also available as the Create Hinge Constraint command in the MassFX
menu (Constraints sub-menu).

This command is also available as Slide Constraint on the Objects (or Simulate)
menu Constraints - MassFX submenu.

Create Twist Constraint


Add a new MassFX Constraint helper to the project with settings appropriate for a twist constraint.
A twist constraint is similar to a rigid constraint, but with Twist set to unlimited.

This command is also available as Twist Constraint on the Objects (or Simulate)
menu Constraints - MassFX submenu.

Create Universal Constraint


Add a new MassFX Constraint helper to the project with settings appropriate for a universal
constraint. A universal constraint is similar to a rigid constraint, but with Swing 1 and Swing 2
limited to 45 degrees.

This command is also available as Universal Constraint on the Objects (or Simulate)
menu Constraints - MassFX submenu.

Create Ball & Socket Constraint


Add a new MassFX Constraint helper to the project with settings appropriate for a ball & socket
constraint. A ball & socket constraint is similar to a rigid constraint, but with Swing 1 and Swing 2
limited to 80 degrees, and Twist set to unlimited.

This command is also available as Ball-and-Socket Constraint on the Objects (or Simulate)
menu Constraints - MassFX submenu.

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Open “MassFX Introduction - 01 Start.max”

For ball:

1. select the ball

2. click on the gray ball icon to add MassFX Rigid Body modifier (or add MassFX RBody in the modifer
panel)

3. Run the simulation

4. set the Rigid Body Type to "Dynamic"

5. set the Physical Material to Preset: "Rubber"

6. MassFX Tools  Multi-Object Editor tab  set the Mesh Type under Physical Mesh to "Sphere"
(the motion is calculated on the Mesh instead of the object itself, try increasing the radius of Mesh
to see the effect)

For plate:

1. select the plate

2. click on the gray ball icon to add MassFX Rigid Body modifier (or add MassFX RBody in the modifer
panel)

3. Run the simulation

4. set the Rigid Body Type to "Static"

5. set the Physical Material to Preset: "Concrete"

6. Set the Mesh Type under Physical Mesh to "Box" in Multi-Object Editor (or Set the Shape Type
under Physical Shapes to "Box" in Modifier Panel)

For bowl:

1. select the bowl

2. click on the gray ball icon to add MassFX Rigid Body modifier (or add MassFX RBody in the modifer
panel)

3. Tick “Start in Sleep Mode” under “Rigid Body Properties” rollout

4. set the Rigid Body Type to "Dynamic"

5. set the Physical Material to Preset: "Cardboard"

6. Set the Mesh Type under Physical Mesh to "Concave" ("Convex" does not support negative space)

7. click "Generate" to generate the mesh (not automatically for "Concave)

8. Change Mesh Detail to 80%

9. Change the Min. Hull Size to 0.8%

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10. Change Max. Vertices Per hull to 32

11. Tick "Improve Fitting"

12. click "Generate" again to generate new mesh

If you copy the ball, the mesh will also be copied.

If you change the shape of the ball, the mesh will not follow the change! (be careful)

If you want to combine simulation with keyframes, select "Kinematic" for the Rigid Body Type, but
still use the simulation "Play" button.

MassFX Tools->Multi-Object Editor

3 basic properties to be set:

1. Rigid Body Properties (Kinematic: anything key frame related)

2. Physical Material

3. Physical Mesh

To Turn the simulation into individual key frames

 Simulation Tools->Simulation->Bake All


 Save the project before baking and unbaking
 Unbake All -> usually crash

Open “Table Cloth - Start.max”

1. select the table and add MassFX Rigid Body modifier, set it to "Static", "Limestone" and "Original"

2. select the table cloth and click the "T-shirt" icon to set it as mCloth object.

3. Run the simulation but the cloth intersects with the table

4. Change the substeps to 4 (MassFX Tools Dialog  World Parameters panel  Scene settings
rollout  Rigid Bodies section), it's more accurate now and much slower (because increasing
substeps will dramatically increase calculation time)

5. Change the substeps to 2 so it calculates faster

6. Change the Bendiness (How easily the cloth folds) to 1.0 (mCloth modifier panel->Physical
Fabric Properties rollout->Bendinesss)

7. Click "Capture Initial State" (mCloth modifier panel  Capture States rollout) to set the current
state as the starting state (make sure there is no intersection between cloth and table)

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8. Create->SpaceWarps->Forces->Wind and rotate the wind to point towards the table cloth

9. After creating the force, need to add to the cloth (Click the cloth, go to mCloth modifier panel,
Forces->Add, click the Wind)

To create a pillow

1. Create a box, increase the segments

2. click the "T-shirt" icon to set it as mCloth object.

3. tick "Enable Balloon Behavior" under “Volume Properties” rollout and increase the pressure

4. Step simulation to see the effect

5. right click to convert to Editable Poly (after converting, no simulation any more)

Exercise 2: Bowling
Open “Bowling - 01 Start.max” and follow the steps to create the simulation.

Additional steps:
1. If you set speed to 2000, it is too fast and some pins are not fallen ==> Changing the substeps
(World Parameters->Scene Settings) to 6 will solve the problem.
2. Set initial spin to 6000 for rotation.
3. Increase the dynamic friction to 1.0 for both ball and lane to make it curve ball.
4. Change X of the initial velocity to -0.25 and speed to 1200.

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Exercise 3: Brick wall 1

1. Create a new project


2. Draw a brick wall (10x10) with each brick of Width:225mm Length:100mm Height:75mm
3. Draw a slider
4. Draw a ball
5. For slider, set it as static rigid body
6. For brick wall, set it as dynamic rigid body, tick "Start in Sleep Mode", select "Concrete" for
Physical Material
7. For ball, set as it dynamic rigid body, select "Steel" for Physical Material, select "Sphere" for
Shape Type
8. Add force: Push e.g. 50000 pounds to push the ball
 Create->Space Warps->Forces->Push
 set Basic Force to 50000 pounds
9. For ball, in the modifier of MassFX Rigid Body-> Forces->Add->select the "Push" object

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EIE3101 Computer Animation 2021/22 sem 1

Exercise 4: Brick wall 2

1. Open “brickwall2_start.max”
2. Set all bricks, metal ball and metal rod to dynamic rigid body.
3. Set ground to static rigid body.
4. For all bricks, set the mesh type to “Box”.
5. For metal ball, select “Steel” for the Physical Material.
6. Select metal rod and metal ball in viewport. Click and hold on the Create Rigid Constraint
tool from the MassFX Toolbar, a flyout is displayed. Choose Create Rigid Constraint1 from
the flyout; a rigid constraint is displayed in the viewport. Move the cursor and then click in
the viewport to specify the size of the constraint.
7. Select metal ball form the Scene Explorer. Click and hold on the Create Rigid Constraint tool
from the MassFX Toolbar, a flyout is displayed. Choose Create Universal Constraint2 from
the flyout, a universal constraint is displayed in the viewport. Move the cursor and then click
in the viewport to specify the size of the constraint.
8. Align the universal constraint in viewports using the Move and Rotate tools, as shown in the
figure below.

9. Next, choose the Start Simulation button to play the simulation.


10. Finally, bake the animation and render the animation.

1
A rigid constraint has the translation, swing, and twist all locked, attempting to hold two rigid
bodies at the same relative transformation as when the simulation starts.
2
A universal constraint is similar to a rigid constraint, but with Swing 1 and Swing 2 limited to 45
degrees.

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