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:
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.
Also available for use in simulations is the
mCloth modifier, which lets cloth objects participate fully in simulations.
Running the simulation combines the outcome of the physics calculations with your own predefined animations. The result displays entirely within the viewports, in real time or near-real time, depending on scene complexity.
If you are using MassFX to set up a simulation for use in a game or other real-time project, you can
export the settings for loading into the PhysX and APEX SDKs from NVIDIA.
If you are using the plug-in to add simulation to a scene that you will render, you can
bake the results to animation keyframes. This speeds up your workflow (fastest repeatable renderings), locks down your results (no unexpected variations), and allows you to tweak the resulting animation as desired. Later, if you need to tweak the simulation, you can unbake the animation, restoring the original dynamic nature of the scene.
Additional features of MassFX include:
The
MassFX Visualizer displays various simulation factors such as object velocities and contact points. This feature is invaluable for debugging simulations.
A kinematic body can switch to a dynamic at any point in the animation. During its kinematic phase, it behaves as you animate it and can influence dynamic bodies but not respond to them. For example, you might animate a character swinging a tennis racket up to return a serve. Then, after the body becomes dynamic, it responds to other bodies and forces in the scene. For example, the tennis player might accidentally hit the net, at which point the racket could become dynamic and fly into the air, following the laws of physics.
MassFX Explorer is a special version of Scene Explorer dedicated to working with MassFX simulations.
Use
constraints to allow objects to restrict each other's motion, such as with a hinged door.
Topics in this section
Using MassFX in 3ds Max
This section provides introductory and overview material about the concepts and building blocks used in MassFX. If you haven't used MassFX before, this is a great place to start.
MassFX Reference
This section describes each menu item, button, and parameter of the plug-in. If you like to jump right in, stop reading and go play! When you have a question about a feature, you can come back here and look it up.
MassFX Glossary
Explains some terms used in the MassFX interface.