在这个过程中,我们要跳进使用MassFX创建骨堆在3ds Max。我们将使用MassFX设置动画与常规参数简单对象模拟重力,仍然结束了一个骨堆,看起来自然,基于真实世界的物理。对象将与对方在特定参数进行交互,并随后将碰撞的“地”,并散开成一堆,不仅看起来很大,但节省了3D艺术家从具有每一个单独的对象手工放置到一个繁琐的任务堆,仍然使它看起来不错。我们将研究的动态与动与静的身体和重力的方式影响着每一个,然后在我们的最后一个例子。
In this course, we're going to jump into using MassFX to create a bone pile in 3DS Max. We'll use MassFX to set up animations simulating gravity on simple objects with general parameters and still end up with a bone pile that looks natural and based on real-world physics. Objects will interact with each other under specific parameters and will then collide with the 'ground' and spread out into a pile that not only looks great but saves the 3D artist from having the tedious task of hand-placing each and every individual object into a pile and still make it look good. We'll examine dynamic versus kinetic versus static bodies and the way gravity affects each and then in our final example.