3ds Max :: Can New MassFx MCloth Interact With Falling Balloons
Apr 21, 2012If you have two balloons falling down on each other, can mCloth interact with the balloons or can the balloons only react to a item like a rigid block?
View 1 RepliesIf you have two balloons falling down on each other, can mCloth interact with the balloons or can the balloons only react to a item like a rigid block?
View 1 RepliesI've set up a bunch of dynamic rigid bodies & a static rigid bodies for my floor. Why are some of them stopping at the floor & others are falling right through it?
View 5 Replies View Relatedthe mCloth modifier when applied to a plane , the plane doesn't move while playing the simulation, it doesn't move at all ! same thing with the apexcloth...
I've installed then all latest Physx software + latest cuda + Latest 3ds max Physx plugins for max 2013 ( v2.86 )
I also installed absolutely all updates for max 2013
....without success !
Does the new mcloth run its simulations on the graphics card, or CPU?
View 7 Replies View RelatedDoes the new mcloth supports cloth to cloth collisions?if so how?
View 2 Replies View RelatedI installed CS5 and it will not allow me to click or adjust any layers on the canvas with my mouse. For example, I can open an image or project file, drag and drop something into the window to add the image as a new layer floating over the main layer. I can click and drag all I want nothing happens. Right click on the image....nothing happens. If I hit the arrows keys on the kb...the image starts to move around. If I select the selection tool nothing will happen when I click and drag around.
Adobe is completely inoperable on this system forcing me to have to use a friends PC to do anything with.
I have tried resetting the preferences on launch of the application...no change. I have tried uninstalling and reinstalling....no change. I tried uninstalling CS4, then re-installing CS5....no change.just re-install CS4 and stick with it until CS6 comes out (assuming I will be able to budget the expense).
If I have 2 layers at 50% opacity and a white layer underneath, those combined layers should equal 100% opacity and so I should not be able to see anything below the lower layer. Instead what I find is that you have to stack over 15 layers at 50% before they even start to appear opaque (and at 15 they still aren't).
What's the math going on behind here? I would have assumed that, with an 8-bit image, you have 256 levels of transparency so at 50% you've got both layers at 128; 128-128 = 0 or no transparency so why does photoshop still allow something to be visible underneath that? While we're at it, why does 100% look fully opaque but 99% looks dramatically different without a layer underneath? Maybe the math is adding up but 50% opacity is actually more like 5% opaque?
Is there a blending mode I can use that will similate the build up of opacity more accurately? I'm really annoyed with the fact I can't really predict how layers are going to interact based on their opacity; I wish I at least understood the science behind it so I could alter my process to produce the results I want.
I'm trying to create a surface under my 'existing ground' surface. There is shallow rock where one of our projects is located and using geotechnical data I want to create a 'rock surface' at the known rock elevations. I just want this surface for visual reasons and do not want it to interact with the existing ground or pipe network.
I have 4 places along the roadway where I know the rock elevations. I created new points around each known point with the same elevation so there would be more than just four points on the surface and so I could make it the width of the road allowance. But when I look back to my profile of the road, it shows the existing profile drop to the rock surface at each place that I created points for the rock elevation. Not sure how to make it so the existing ground surface doesn't pick up the new points I added for the rock elevations.
How categories and folders interact?
View 4 Replies View RelatedI am working on a sign which needs to be backlit. I cant seem to get the light to interact with the shape in front. I need the light to spread across the shape, basically between the wall and the oval shape.
View 2 Replies View RelatedIs there some sort of restriction in Paint.NET that restricts the folks creating plugins from permitting the plugins to interact or function directly on the canvas/layer?
For instance the smudge and liquify (and others) open another window where you make your adjustments. The reason why I ask is this results in doing some things blindly because you can't see the rest of the canvas. I think some of these plugins will be so much more effective (especially with the recent addition of grid warping) if you can do some of these things on the canvas so you can shape images/textures to follow contours, but this is nearly impossible without doing so with several blind attempts.
How can i interact with the source code of LOFT command.Especially, I'd like to inform me, about the method that Loft commad uses in order to draw a solid. I suppose that the two sketches I want to intersect, are close enough, thus the programm, can't generate the geometry...
View 2 Replies View RelatedOne long, thin plane linked at 90 degrees to a rotating cylinder to roll the plane up.Cylinder is kinematic, plane is mCloth with a single strip of verts connected to cylinder which rotates.
MassFX works. Bake all produces keyframes as a masterpoint controller on the mCloth modifier, BUT not as standard max keyframes in the planes transform controller...making it pretty unusable.Sometimes, bake all will end with an "unknown exception". After that, Max transforms are unstable - Moving an object with mouse is unpredictable until a restart.
Repeatable on both Windows XP and Windows 7 - Max 2013 32 and 64
Other features of MASSFX work eg standard rigid bodies etc - seems to relate only to clothOtherwise, any way of rolling up a cloth ribbon that is FIXED at both ends on to a cylinder, I may offer a prize!
No matter what settings I use MassFX seems to explode all of my pieces/particles as if they are under extreme tension just prior to running the simulation.
I have a facade of a bulding broken up into about 1000 pieces. It's real scale and 135' tall. All I want is for the pieces to just fall to the ground. But, no matter what I do at about frame 3 the whole thing just explodes. I've tweaked so many settings that I'm completely lost and can't seem to solve the problem. The default settings are the worst. I've set the 'Damping/Linear' up higher and increased the 'Collision Overlap' but still can't seem to figure what controls this tension or pressure that it appears is in the parts before the simulation starts.
i have some problems combining multiple meshes in one rigid body simulation. What i want to achieve is a button containing a metalplate, a plastic body and a needle 200x multiplied and each of them should be treated as a single massfx object. This bunch should simply fall on a plane ending with accurate, physically correkt positions. My way was using all parts with a physical mesh constrained (RB constraint) to each other part as childs. This works well with one whole button, but copying shows some strange beahviour of the constraints - and doing 200 pieces manually is not the way i want ;-)
View 1 Replies View RelatedI am working on a file (see attached) where I am trying to show a machine spewing out a stream of diamonds. (It is supposed to be a carbon purifier for the air, using nanotech to break the Co2, release oxygen and make diamonds as a waste product) Anyway I can get it to work to the point where i want the diamonds to now pile up on the ground. I have tried to get massFX to make the diamond particles interact with the ground plane but have had no luck so far.
I have tried to put the rigid body on the Super Spray and also on the diamond model?
Is there any way to do collision deform with massfx cloth like you could in reactor? Like in this tutorial: [URL].........
View 2 Replies View RelatedI get a warning when I open another max scene on another machine here at work, it says:
"The MassFX authored in this file was created with a newer version of the plugins. Forward compatibility is not supported so things might not behave properly."
I am currently using PhysX for Max version: 2.7.1.0202.1800 and PhysX System Software 9.11.0621.
Third party plugins installed for Max being used in the scene are: Rayfire 1.57.10; Orbaz Particle Flow Box #2 ver. 1.07 and #3 ver. 1.53. I've gotten this warning in scenes saved from another PC, opened in another, and not even using any PhysX or PhysX capable plugins.
I'm using MassFx in 2013 64bit. When I apply any rigid body modifier to an object it looks fine but after I save and reload the .max file the scale & position of the rigid body is wrong. This seems random, I've tried switching to CM and Meters etc, nothing seems to fix it.
View 1 Replies View RelatedTried the "Bake All" option in MassFX?Its seems to make the keyframes on the objects but the "Controller" weights are still set to zero.Which means the baking doesn't do anything. So you have to selection your objects and on both Rotation & Position turn them all to 100.
I just installed 3dsmax 2012 so its a fresh install on windowsXP64bit.
I just made a script to deal with it but if this is how it was released to the public that's pretty crappy.
max2010-2012 windows xp64bit
nvidia QuadroFX
I have 3ds Max 2012 and I am trying to do a simulation with mass fx. I am trying to do a simulation where a minecraft character (dynamic object) is walking and then gets hit with a small box (kinematic object) causing him to blow backward into his seperate pieces. My problem i encounter during this is I cant run the simulation unless the parts of the Character are a dynamic body but when i bake the dynamic body it just erases all the keyframes i already had on the minecraft character.
View 1 Replies View Relatedlately i am often experiencing a problem, where at the opening of scene, a message pops up saying "The 3ds Max file is made of old PhysX plugin. Do you want to convert to current version?" If i click yes, then max freezes, and even after 10 minutes remains frozen, so i have to terminate the process. If i click no, then this annoying message pops up everytime i open my file. I just cannot track down the reference to PhysX plugin in my scene. I can't find it. Is there any efficient way to search & destroy scene connection with PhysX plugin. It's like a plague slowly spreading across my scenes as i merge objects between them.
Core i7 870 @3,2Ghz
16GB RAM
GeForce GTX460
3ds Max 2012 SP2
OCZ Vertex 2 SSD
I know how to crop pics to get rid of unwanted image, but how do you straighten up buildings which are 'leaning' over? I've got some pics of tall buildings and want to s-t-r-e-t-c-h the tops of them so that they look vertical cos they look a bit strange at the moment.
View 1 Replies View RelatedI was wondering how to make an effect of falling money on my banner that I have.
View 7 Replies View RelatedI was looking for a tutorial to make balloons and I found a link in here by Jeff that showed one, but the link is no longer active. If anyone can help me make these balloons I would really appreciate it. Currently I only have PSE 4 but am hoping to soon get PSCS2.
View 9 Replies View RelatedI work on an image, be it a photo or a little icon or banner and get the colours looking just the way I like but when I go to upload it on another forum or on facebook, the colours all look as though they've been drained or faded away.
View 3 Replies View RelatedIf you have a collection of balloons you can make them go horizontal or vertical. Is there any way you can make the balloons to go in a 45° angle?
View 1 Replies View RelatedTrying to create a multileader callout that doesn't have a landing and the leader axis passes through the center of the ballon circle and not the side. Most the CAD applications I have worked with don't use leaders with "Landings".
View 3 Replies View RelatedBaked MassFX objects are a headache to animate by hand. I'd like to collapse all the baked animation to regular pos/rot keys. Is that possible?
Right now, I'm cloning objects reseting their position/rotation controllers and linking them to original MassFX objects, just so I could animate pos/rot by hand. I just need a very simple animation before MassFX baked simulation takes place, but the way it currently works makes linking and animation these objects next to impossible.
I have a situation where there was a modified balloon with an overridden part number that was causing some confusion. Is it possible to toggle a setting, like how you can select Overridden Inventor dimensions, to find any overridden balloon objects? Need to save some time performing a manual, visual search.
View 5 Replies View RelatedI can create basic animations and use layers to some degree. I'm using GIMP 2.6. I want to create falling snow on a small picture I've already created.
View 4 Replies View Related