3ds Max :: Massfx Cloth Collision Deform
Apr 18, 2013Is there any way to do collision deform with massfx cloth like you could in reactor? Like in this tutorial: [URL].........
View 2 RepliesIs there any way to do collision deform with massfx cloth like you could in reactor? Like in this tutorial: [URL].........
View 2 RepliesI have two "banners" created from a plane with a cloth modifier on each. One banner is in front of the other. I want the one in front to drop first. After it drops and is waving around a little...setting down...I want the second banner to drop. Because they are close to each other and both waving a bit, they will hit each other.
How can I have both set to be a cloth object and both set to be collision objects to the other? I thought it was one or the other. (In the cloth object properties)
Max 2014 (SP2)
Win 7 64-bit; Dual Xeon E5-2687W @ 3.10 GHz; 64 GB Ram
NVIDIA GeForce GTX 570; Quadro 4000
One 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!
I have some model boat plans (scanned images) and would like to convert them to 3D objects. I used a software img2cad for the conversion, and since the conversion is not perfect i have to redraw all the parts. So here are my questions:
1. For the parts i mostly used lines, splines and arc. What is the best way to join them, so later i can edit them to 3d solid object? I used join and it works well, however it creates a small angled edge at the end. (see image or zoom in dwg file).
2. For some of the parts the extrude command works only on the edges of the 2D object creating a hollow 3D object. How do i fill the inside?
3. In near future i would need to assemble all the parts and make the skeleton of the boat. Is there a way to check for object collision (if parts are too big for example to fit where they should)?
I also attached a file with two ribs of the boat as an example.
How do you mate two surfaces so that the item will not move any further once it makes contact with that surface? i.e a rotating cam which is designed to stop once it comes into contact with an object / surface.
View 2 Replies View RelatedQuick question: I was able to make a model and her hair is poly. I'm not using the hair and fur plugin. I was able to make the hair flow by using the flex modifier but I want to add collision to it.
So when the model turns her head, tips of the hair will flow over the shoulder and not through it. I was messing around with the deflectors but I am not getting the results I want.
Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013
Assemble several parts from Solidworks through step profile.Part2 and part3(attachments) no static interference ,when driving constraints (driver) immediately a collision report appears.Additional,when restrain the part 3(attachments)and drive constraint(driver) meanwhile open the collision detection ,finally,part2(attachments) goes through the barrier no checking collision.
View 9 Replies View RelatedI have an image that is mostly alpha.Problem is that it blocks buttons from working.Is there any way to set a flag to an image so it is not part of the 'touch/mouse' collision funcitons?
i can arrange it behind the buttons... but that brings other issues, because something needs to be behind the image with alpha but over the buttons.
I want to have some kind of collision-detection within two symbols. So when one symbol collides with another there will appear be text like "squash" or something.
I haven't found anything about collision-detecting in edge animate, but I thought I could handle it with looking for the same css-parameters of both symbols. Obj1 is moving to Obj2 on a motion path. Now I want to have a Text, when it reaches Obj2.So I tried it like this:
var positionobj1 = sym.$("obj1").css("left");
var positionobj2 = sym.$("obj2").css("left");
if (positionobj1 == positionobj2){
sym.play("Text");
}
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?
I'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 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
If 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 Replies View RelatedI 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'm just starting a new project and I've become a little stuck. What I'd like to do with Photoshop is to bend this (or another more suitable image) of a running track to fit:
a) the extrusion of the 3D type below or;
b) the road of the mountain pass
How would I go about doing this; is it something to do with creating paths and then warping it onto the path? I don't know quite where to start.
HOW to activate the little green dots?
I am trying to bend the blades (fans) to form a curve blade. However, I've failed again and again - unable to deform it.
For more information, please take a look at my dummy image and an image from the web (which I found). I am using Autodesk 2010. Or how to deform the blades from another version.
I have a diamond model I built (editable poly) and it is sitting on a pillow I made (garment maker, cloth- also editable poly) Ok so there has got to be an easy way to make the diamond sink into the pillow. I have been playing around with conform space modifier for hours now and I can make basic shapes change but it will not effect my ed polies and also I dont know if this is working the way I imagined anyway.
View 1 Replies View RelatedI am looking for a way to deform an object using splines, i know you could do it with a path constraint but i dont want it to travel along a path i just want to be able to deform it with a spline,
View 2 Replies View RelatedI have a small problem trying a wave to deform my objects properly. I have to make a "repulsion objects" project, i use several duplicate cubes and i apply to them a wave deformer. But i would like that the deformer could move just the entire objects or polygons , not the points because i want the upper face plane and the wave deform the points like i was making a jitter.
I have tested also the displacement direction of the wave with no results. Is there an easy way to make it?
I am trying to use a spline to deform hairs on a object.
I have 1 editable spline, with multiple splines attached to it(1 spline which has been rotated), but when I use it to comb the hairs, it will only take 1 or 2 of the splines, so it all goes in 1 direction, rather then all outwards from the center, like the splines are.
The splines are all the same, all in one shape, and all have the first vertex in the center.
I have tried re-creating the splines, but it comes out the same.
The MEIS document for 3ds max URL...., in the Compositing module talks about using the paint tool.. "demonstrate basic paint operations using the paint tool"
the object paint or object deform paint utilities? You cant actually "paint" 3D models using 3ds max can you? the reference they say to look up is "paint" and when I look this up in 3ds max help, the object paint and deform paint tools are all i can find.. So are these compositing tools?
Baked 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.
Is there any way in photoshop or with a 3rd party plug-in to duplicate an object on a layer along a path so that it conforms to the orientation and possibly deforms accordingly? I'm working on a fish scale texture that has scales of varying size that flow in different directions depending on the location on the body. As of right now I've crudely grid warped a tiling fish scale matte I made to define how I want the scales to flow. I'm using this as a guide as I individually place each scale.
View 1 Replies View RelatedI want to do something similar to the "past into" command.. but i want the pasted image automatically deformed so that it contours the border of selection.
View 9 Replies View RelatedIs there a way to conform an object (with a thickness) to an editable poly surface, like you can with patch deform to a patch surface ? I know you can use the compound object 'conform', but that does not give the result I'm looking for.
I was hoping that is was possible to simply convert an editable poly surface to a patch surface, but then I just get "illegal surface" when I pick the deform surface.
Patch deform is great, but almost worthless if I can't use it for editable poly objects...
I have this minecraft rig which I downloaded from Shrogg2. I have added a few of my own features but wanted to add things to the facial rig. How the facial rig has been made but I have this plane which has stubble on it. I want it to be fixed in one location but follow the deformation of the jaw when it moves. The controller which is used to move the jaw down is already there, I just need to get it to deform this plane.
View 1 Replies View Related