Monday, 10 June 2013

Mass FX experimentation

Mass Fx is the havok physics engine in 3Dsmax, it can be accessed by right clicking the tool bar selecting Mass FX and adding it to the tool bar.

I watch a few tutorials and then had an explorative session with the Mass FX engine, and it was the most fun iv has with digital technology iv had in a while.


after creating a sphere i hemisphered it by 50% and added a shell modifier to it so it could act as a bowl, i then created a variety of smaller objects to fall in to it. to give the objects Mass FX modifiers the objects need to be selected and a property given to them. the object that you desire to be effected by the forces in the scene make a dynamic rigid body in the Mass FX menu, and object that you wish to remain stationary but so that other objects still interact and colide with them you made a static rigid body. 


This is what is did here making the bowl a static rigid body and the other objects dynamic rigid bodies. though when i played it to see what would happen i encounted a problem. this was that the geomerty that the static body assigns to the bowl is capped. as the screen shot shows the objects just hit the cap and interact with that, not falling into the bowl. i found that the way to get round this is to change the shape type of the rigid mesh to original rather than convex. this uses the original geometry of the model.


in the second attempt with the new body mesh shape the objects fall into the bowl.

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