I´m a newbie with MassFX, been using 3ds max since 3dstudio r2. Anyways, this is the best tutorial for newbies. I managed to do my first ever fracture-animation with the help of this :) Thanks!
@Medal71 hi medal!youre the most helpful tutor in youtube,quick and reliable!....apparently,it was all my Max problem.i tried searching for a troubleshoot and ended up in one of Autodesk Area thread where many have found their MassFX not working at all.apparently,Cebas Thinking Particles clashes with MassFX Physx.so everyone with TP will find their MassFX not working.glad i found your tutorial and stumbled into this problem,now i know something new!thanks Medal!
Yes you are absolutely right Kritzien. My intention was to hold the base of column static. As mentioned by you, MassFX still needs lots of work. Thanks for your comment Kritzien :)
If you want, you can continue to use the plugin as usual. RayFire is based on MassFx to create its simulations and you can do the same things by not using it. My advice is to use MassFX to create you own simulations, and then, once you understand how it works, use other plugins ;)
Thanks a lot for this great tutorial. Just one question: what if you wanted just the cylinder to move the column parts, not the other column's fragments (like at 21:11)?
Hi rast: Like response to goranification, you have option "original" and "Gravity" in Max2013. See in help: MassFX > MassFX Reference > MassFX Tools Dialog > MassFX Tools: Multi-Object Editor Panel > Multi-Object Editor Panel: Rigid Bodies and you find : "Physical Mesh Rollout" For the gravity, you must see "MassFX Tools Dialog": Always in max help: MassFX > MassFX Reference > MassFX Tools Dialog > World Parameters Panel here, you find under rollout "Scene Setting" the Gravity option ;)
There is a workaround to have the "original" shape in dynamic for max 2013 but you need to use it only if you are desperate in a way because it's a pretty long procedure: Anyway, change object to static, then select “original”, then use copy shape button above, change object back to kinematic or dynamic and paste the copied shape layer to the object and you got original on a dynamic object. As i said pretty long especially if you have lots of objects but sometimes it's worth it!
Phenomenal tutorial, one question though, is it possible to make the base of the column static in massfx before you clone them, then surely that would save going over multiple objects, or is there a script you could make to make objects you choose static???? am only asking because am destroying a building and want certain parts left standing in a bombed, earthquake or tsunami scene, wonder if massfx and fumefx would sit well together, sorry, is a lot to ask
@abdulwarithzaki: thank you for your interest in my tutorial. I'm glad that it will be of help. If you want (or can), send me a test scene, so I can better see your problem ;) Ciao
Hi Mark :) Yes, you can "freeze" the fragment using the option "Static" and find it in the control panel of MassFx. Please for more info about this option, see the Help of the MassFx ;) Thank you for having seen and commented my tutorial!! :)
hi,ive followed your tutorial exactly but my fractured cylinder didnt fall down at all,stayed static.i didnt use fracturevoronoi script,instead i fracture the cylinder into pieces by using ProCutter from Compound Objects.do you think that could be one of the reason?
@DanZaidan HI Dan Thanks for you comment :) In the "Rigid Body Properties" rollout, you try the uncheck the voice "Collide with Rigid Bodies" for only the column. I have not tried it, but it should work ;) Thanks Again
@abdulwarithzaki Hi :) First some questions: The fragments of the column, have mass? The fragments are geometries "solid" ,or else, closed? Yuo have check the option "Dynamic" for all column? When you have duplicate the columns, you have made it "unique"
@abdulwarithzaki I'm having the same problem. it's because when the column is fragmented, the unfragmented piece is left inside, making an exploding effect when the physics activate.
Yes, you have option "original" in Max2013, see here in help of max: MassFX > MassFX Reference > MassFX Tools Dialog > MassFX Tools: Multi-Object Editor Panel > Multi-Object Editor Panel: Rigid Bodies and you find : "Physical Mesh Rollout" for more tips ;) Hovewer, in general, this setting is unavailable if any selected objects use multiple physical meshes, and the rollout cannot be used for creating mutiple physical meshes for a rigid body...
You start the simulation in mode "sleep" for the fragment? You have adjust the parameter of the Shape Types? You have set the parameterts of the collision (Contact Shell group)? If no, you try ;)
Hi Krzysztof Kotarba. For "original" in massfx tab (if I'm not mistaken, in max2014's again this tab ..), see the comments below, it has already been widely debated. For the second question, you set the collision? Explain what steps you used (so it is not easy to understand how to operate)... Thank you for watching this tutorial :)
Ok, but you found a solution? I'm sorry but I have not yet understood. The my MassFX is originally the plugin PhisyX by nvidia (in max2010 there Reactor). It is equal to MassFX, then the operations are the same. But PhisyX had a bug, the "Original" function (in the post below explains what kind of bug was), then there may be small differences like the ones you've encountered. What version of 3dsMax do you use?
I tried some more, it seems for object that is fractured you must select it all and use toolbar massfx set it as dynamic body, and in toolbar options set it to "sleep", I don't know why but when you use modificator drop down menu it doesn't work or only few pieces are working. About "original" I didn't change anything, left it how it was.
I made step by step with tutorial, and after all kinematic (moving one) object was going thru dynamic one, also after some testing and trying I made this interaction but destroyed object acted weird. Some parts were affected by kinematic object and some just float in air :/ Do I need to instal some physx, maybe I don't have something?
@Medal71 hi medal.finally my MassFX works after getting rid of Thinkinf Particles.ive tried your tutorial again,the fractured column(made with ProCutter) moves now,but instead of collapsing to the ground,it actually explodes to all direction.so i increased the Substeps,only making it worse.then i decreased the Substeps to "0",it worked correctly finally.thanks for your all your previous responds!highly appreciate it.
You see in help of max: MassFX > Using MassFX in 3ds Max > Rigid Bodies & Constraints > Working with Rigid Bodies You find: Concave and for "compound" you see Convex For better search, you see: MassFX > MassFX Reference > MassFX Rigid Body Modifier > MassFX Physical Shape Types. Here, you find all news for the two phisycal shape ;)
Usually the previsualization is slower. After the bake, it is faster. Try to see if additional keys are not created during the bake. Sometimes, you need to adjust the keys or delete them... You use real measure for the project? Try creating the bake an object at a time. The error factors are varied, and without visual evidence is difficult to understand :(
@Medal71 sorry if you cant open the link.basically,its a tutorial by Louis Marcox.its almost similar to your tutorial,except that he used ProCutter to cut the column into fractures and Reactor to simulate.so i swapped Voronoifracture with ProCutter and Reactor with MassFX,in order to follow your tutoraial.check out Louis' tutorial,and let me know if you find the problem.thanks!
Anupom Chowdhury Hummm, you can manually create the pieces of iron within the fragments and link them after the simulation. The problem you have to solve is to maintain the rods/sheets inside of the fragments. I think this is an acceptable solution :)
@stickmakerman : Hi stick. I have create a animation .avi of my job, and it work well... I see the animation as well as destruction... Can you explain to me the steps to render the work? The animation in massfx was packed up in max animations frame (bake All)? Bake All allows you to save the animation in max, so that they can render the work ... Let me know.
+Simone Yang Yes, is possible with "ProCutter Compound Object" (see help 3dsMax). It's a much more complex, but you can do this :) Thanks for your comment!
During the break of the column, try increasing the severity with animation keys. There are multiple ways to make what you ask, so you have to experiment to determine the outcome you...
My friend i really appreciate this tutorial. one problem here.. when i changed the rigid body type to Dynamic, i dont see the "Original" option in mesh type.. do you think i missed anything?? by the way im using 3Ds max 2014 here... thanx
+Rayan Amarasekara Hi rayan and thanks for comment and watch the video. So, you read the precedent post here for more detail and solution. However, from version 2011 of 3dsMax onwards you can not do that (it was a bug in PhysX). Is pssible only with static objects.
You have chosse "Concrete" in Physical Material? The scene at an appropriate scale? Gravity is right? The error factors can be many, and if I do not see your simulation is difficult for me to understand the problem ... Let me know ;)
@abdulwarithzaki: Ok man :) I have try the collision with ProCutter/MassFX and it work well. Test so: When you have finish to cutter the object, select all the fragments and use center pivot to center the pivot in all objects. Always with all the selected fragments, use "Reset X Form" (tab Utilities) to "freeze" the objects status Convert the ALL object in EditPoly (no editmesh) Try again the simulation I did so and there was no problem ... let me know!
This is not the "strange movement" - this is the fault of the simulation engine. It simply doesn't take into account the mass-volume dependence. I.e. bigger object of the same material weighs more - but here we see totally equal weight behavior from the unevenly-sized objects. MassFX still needs lots of work - especially fracture engine implementation. Without this it loses to Rayfire. Still loses.
Because you have max2013.... hahahaha...emm..urghh... sorry :) “Original” shape type is only available for STATIC objects in 3dsMax2013! Triangle meshes are not supported by dynamic and kinematic objects in PhysX SDK, so if it was enabled in previous MassFX, it was by mistake. You can use compound/concave shape freely.
in order to render the destruction, you first need to BAKE the simulation. I think you only made a simulation of the destruction. The keyframes have no information about the physics behaviour. After the MassFX setup of your scene, use the "Bake to Keyframes" button, before trying to render it.
@Medal71 thanks for the prompt response.i applied Concrete as the mesh preset.i think MassFX doesnt work with ProCutter fractures.basically,i followed this tutorial,if you can make it work,please let me know,thanks! visit this link area.autodesk.com/blogs/louis/reveal_techniques_and_autodesk_university_in_las_vegas
I´m a newbie with MassFX, been using 3ds max since 3dstudio r2. Anyways, this is the best tutorial for newbies. I managed to do my first ever fracture-animation with the help of this :) Thanks!
This tutorial is beautiful. Keep up the good work.
WoW! Thanks :)
I´m a newbie with MassFX, been using 3ds max since 3dstudio r2. Anyways, this is the best tutorial for newbies. I managed to do my first ever fracture-animation with the help of this :) Thanks!
You're welcome deemc and thanks for your comment :)
@Medal71 hi medal!youre the most helpful tutor in youtube,quick and reliable!....apparently,it was all my Max problem.i tried searching for a troubleshoot and ended up in one of Autodesk Area thread where many have found their MassFX not working at all.apparently,Cebas Thinking Particles clashes with MassFX Physx.so everyone with TP will find their MassFX not working.glad i found your tutorial and stumbled into this problem,now i know something new!thanks Medal!
Yes you are absolutely right Kritzien. My intention was to hold the base of column static.
As mentioned by you, MassFX still needs lots of work.
Thanks for your comment Kritzien :)
If you want, you can continue to use the plugin as usual. RayFire is based on MassFx to create its simulations and you can do the same things by not using it.
My advice is to use MassFX to create you own simulations, and then, once you understand how it works, use other plugins ;)
Thanks a lot for this great tutorial.
Just one question: what if you wanted just the cylinder to move the column parts, not the other column's fragments (like at 21:11)?
Hi rast: Like response to goranification, you have option "original" and "Gravity" in Max2013. See in help:
MassFX > MassFX Reference > MassFX Tools Dialog > MassFX Tools: Multi-Object Editor Panel > Multi-Object Editor Panel: Rigid Bodies and you find : "Physical Mesh Rollout"
For the gravity, you must see "MassFX Tools Dialog": Always in max help:
MassFX > MassFX Reference > MassFX Tools Dialog > World Parameters Panel
here, you find under rollout "Scene Setting" the Gravity option ;)
There is a workaround to have the "original" shape in dynamic for max 2013 but you need to use it only if you are desperate in a way because it's a pretty long procedure:
Anyway, change object to static, then select “original”, then use copy shape button above, change object back to kinematic or dynamic and paste the copied shape layer to the object and you got original on a dynamic object.
As i said pretty long especially if you have lots of objects but sometimes it's worth it!
Thanks for the tutorial, very good tips and theoretical explanation for understanding better. Keep the great work!
you're welcome and thanks for your comment Marko! :)
Phenomenal tutorial, one question though, is it possible to make the base of the column static in massfx before you clone them, then surely that would save going over multiple objects, or is there a script you could make to make objects you choose static????
am only asking because am destroying a building and want certain parts left standing in a bombed, earthquake or tsunami scene, wonder if massfx and fumefx would sit well together, sorry, is a lot to ask
@abdulwarithzaki: thank you for your interest in my tutorial. I'm glad that it will be of help. If you want (or can), send me a test scene, so I can better see your problem ;)
Ciao
Hi Mark :) Yes, you can "freeze" the fragment using the option "Static" and find it in the control panel of MassFx. Please for more info about this option, see the Help of the MassFx ;)
Thank you for having seen and commented my tutorial!! :)
hi,ive followed your tutorial exactly but my fractured cylinder didnt fall down at all,stayed static.i didnt use fracturevoronoi script,instead i fracture the cylinder into pieces by using ProCutter from Compound Objects.do you think that could be one of the reason?
@DanZaidan HI Dan Thanks for you comment :)
In the "Rigid Body Properties" rollout, you try the uncheck the voice "Collide with Rigid Bodies" for only the column. I have not tried it, but it should work ;)
Thanks Again
@abdulwarithzaki Hi :) First some questions:
The fragments of the column, have mass?
The fragments are geometries "solid" ,or else, closed?
Yuo have check the option "Dynamic" for all column?
When you have duplicate the columns, you have made it "unique"
@Medal71 i want to render it as a .avi file, the destruction and animation, but when i do, it only includes animation, not destruction.
@abdulwarithzaki I'm having the same problem. it's because when the column is fragmented, the unfragmented piece is left inside, making an exploding effect when the physics activate.
Yes, you have option "original" in Max2013, see here in help of max:
MassFX > MassFX Reference > MassFX Tools Dialog > MassFX Tools: Multi-Object Editor Panel > Multi-Object Editor Panel: Rigid Bodies
and you find : "Physical Mesh Rollout" for more tips ;)
Hovewer, in general, this setting is unavailable if any selected objects use multiple physical meshes, and the rollout cannot be used for creating mutiple physical meshes for a rigid body...
how did you model the columns
You start the simulation in mode "sleep" for the fragment?
You have adjust the parameter of the Shape Types?
You have set the parameterts of the collision (Contact Shell group)?
If no, you try ;)
what if i want to render it as a video file and include the destruction?
the best tutorial. ever.
+vince lee
Thanks for your kind words and for visiting my channel :)
well i learn mass fx because of this vids :D.
Hi Ras :) Your version of 3dsMax?
Hi Krzysztof Kotarba. For "original" in massfx tab (if I'm not mistaken, in max2014's again this tab ..), see the comments below, it has already been widely debated.
For the second question, you set the collision? Explain what steps you used (so it is not easy to understand how to operate)...
Thank you for watching this tutorial :)
Ok, but you found a solution? I'm sorry but I have not yet understood.
The my MassFX is originally the plugin PhisyX by nvidia (in max2010 there Reactor). It is equal to MassFX, then the operations are the same. But PhisyX had a bug, the "Original" function (in the post below explains what kind of bug was), then there may be small differences like the ones you've encountered. What version of 3dsMax do you use?
Having an issue with baking, I have 2 objects in the scene which the MassFX interacts with, but only one object is actually baking.
Great job, love your breakdown
I tried some more, it seems for object that is fractured you must select it all and use toolbar massfx set it as dynamic body, and in toolbar options set it to "sleep", I don't know why but when you use modificator drop down menu it doesn't work or only few pieces are working. About "original" I didn't change anything, left it how it was.
As you proceeded to bake?
I made step by step with tutorial, and after all kinematic (moving one) object was going thru dynamic one, also after some testing and trying I made this interaction but destroyed object acted weird. Some parts were affected by kinematic object and some just float in air :/ Do I need to instal some physx, maybe I don't have something?
@Medal71 hi medal.finally my MassFX works after getting rid of Thinkinf Particles.ive tried your tutorial again,the fractured column(made with ProCutter) moves now,but instead of collapsing to the ground,it actually explodes to all direction.so i increased the Substeps,only making it worse.then i decreased the Substeps to "0",it worked correctly finally.thanks for your all your previous responds!highly appreciate it.
You see in help of max: MassFX > Using MassFX in 3ds Max > Rigid Bodies & Constraints > Working with Rigid Bodies
You find: Concave and for "compound" you see Convex
For better search, you see: MassFX > MassFX Reference > MassFX Rigid Body Modifier > MassFX Physical Shape Types.
Here, you find all news for the two phisycal shape ;)
Usually the previsualization is slower. After the bake, it is faster. Try to see if additional keys are not created during the bake. Sometimes, you need to adjust the keys or delete them... You use real measure for the project? Try creating the bake an object at a time.
The error factors are varied, and without visual evidence is difficult to understand :(
@Medal71 sorry if you cant open the link.basically,its a tutorial by Louis Marcox.its almost similar to your tutorial,except that he used ProCutter to cut the column into fractures and Reactor to simulate.so i swapped Voronoifracture with ProCutter and Reactor with MassFX,in order to follow your tutoraial.check out Louis' tutorial,and let me know if you find the problem.thanks!
@zapdo77 : I started with a simple cylinder. For the capitals I used a simple extrusion and scale. Chamfer fot the edge curve.
Thanks Aayush Chopra for the tip! :D
very nice well explained tutorial. thanks. But one thing i want to know. How can add more detail like if i want to rods/sheets inside column?
Anupom Chowdhury Hummm, you can manually create the pieces of iron within the fragments and link them after the simulation. The problem you have to solve is to maintain the rods/sheets inside of the fragments. I think this is an acceptable solution :)
@stickmakerman : Hi stick.
I have create a animation .avi of my job, and it work well... I see the animation as well as destruction...
Can you explain to me the steps to render the work?
The animation in massfx was packed up in max animations frame (bake All)?
Bake All allows you to save the animation in max, so that they can render the work ...
Let me know.
ah.. right.. i think ill hav to find another way.. but this was a great tuta and thanx again for the quick reply.. best wishes from sri lanka
+Rayan Amarasekara
Thank you for visiting my channel :) Peace and love!!
Is there other way to divide the object into pieces instead of running the script?
+Simone Yang
Yes, is possible with "ProCutter Compound Object" (see help 3dsMax). It's a much more complex, but you can do this :)
Thanks for your comment!
Nice, if so if you have some time to make a tutorial for it, would be a great appreciation.
+Simone Yang
In this period I'm full of work, but you gave me a good idea for a future tutorial!!! ;)
Is there any way to make the pillars just fall apart instead of exploding?
During the break of the column, try increasing the severity with animation keys. There are multiple ways to make what you ask, so you have to experiment to determine the outcome you...
My friend i really appreciate this tutorial. one problem here.. when i changed the rigid body type to Dynamic, i dont see the "Original" option in mesh type.. do you think i missed anything?? by the way im using 3Ds max 2014 here... thanx
+Rayan Amarasekara
Hi rayan and thanks for comment and watch the video.
So, you read the precedent post here for more detail and solution. However, from version 2011 of 3dsMax onwards you can not do that (it was a bug in PhysX). Is pssible only with static objects.
You have chosse "Concrete" in Physical Material? The scene at an appropriate scale? Gravity is right?
The error factors can be many, and if I do not see your simulation is difficult for me to understand the problem ... Let me know ;)
@abdulwarithzaki: Ok man :) I have try the collision with ProCutter/MassFX and it work well.
Test so:
When you have finish to cutter the object, select all the fragments and use center pivot to center the pivot in all objects.
Always with all the selected fragments, use "Reset X Form" (tab Utilities) to "freeze" the objects status
Convert the ALL object in EditPoly (no editmesh)
Try again the simulation
I did so and there was no problem ... let me know!
Thanks, i chose it to Concrete, i did everything as u showed here Gravity , & scale. Can i send my file to you ?by email or something ?
Thanks
Thanks for you tips Giuseppe!!
I'm glad know that there solution to this problem ;)
why do I not have original in the shape type ???? someone help please
Superb. Thanks for posting.
I don't get it... first I don't have "original" in massfx tab, second even if I set dynamic and kinematic object they do not interact at all :/
Yes metermer, you can :) Ready carefully the posts below ;)
I did everything as u showed here, but when i simulate, it explodes fast , & the debris fall very far .:( Please help.
Thanks :)
gracias por el tutorial, muy bueno.
hmmm works for 2013?
You've blocked the contacts on UA-cam and I can not send a you a message ...
mine explodes also in 2018 i dont have a "original" setting under whats now shape type :(
Thanks for reply :) If I remember correctly, a solution to the problem was found in the answers below. Try reading ...
genial el tutorial, muchas gracias
muchas gracias UNOUNO
yeah.
and the preview play is different form when they actually bake. Things happen differently :S
@stickmakerman : I'm sorry stickmakerman , but I did not understand your question...
You want to explain you like to do?
the only problem is, it like explodes when I hit play like it doesn't just fall from gravity....lol
thank you and this sucks...lol but how do i use compund/concave??
nice tut, gj xd
Thanks man :)
thank you !!
Thanks TheAusFinn :)
ok. I must try MassFx in 3dsmax2014 and see how it works ;) thanks
This is not the "strange movement" - this is the fault of the simulation engine. It simply doesn't take into account the mass-volume dependence. I.e. bigger object of the same material weighs more - but here we see totally equal weight behavior from the unevenly-sized objects. MassFX still needs lots of work - especially fracture engine implementation. Without this it loses to Rayfire. Still loses.
Because you have max2013.... hahahaha...emm..urghh... sorry :)
“Original” shape type is only available for STATIC objects in 3dsMax2013!
Triangle meshes are not supported by dynamic and kinematic objects in PhysX SDK, so if it was enabled in previous MassFX, it was by mistake. You can use compound/concave shape freely.
awesome
+Majdi Qubabi
Thanks :) You're welcome!!!
Thank U
in order to render the destruction, you first need to BAKE the simulation. I think you only made a simulation of the destruction. The keyframes have no information about the physics behaviour. After the MassFX setup of your scene, use the "Bake to Keyframes" button, before trying to render it.
@Medal71 thanks for the prompt response.i applied Concrete as the mesh preset.i think MassFX doesnt work with ProCutter fractures.basically,i followed this tutorial,if you can make it work,please let me know,thanks! visit this link area.autodesk.com/blogs/louis/reveal_techniques_and_autodesk_university_in_las_vegas
Thank you so muchhhhhhhhhhhhhh
Thanks ! You're welcome! :)
2014 so Mass FX is as default.
Use DMM bro)
I´m a newbie with MassFX, been using 3ds max since 3dstudio r2. Anyways, this is the best tutorial for newbies. I managed to do my first ever fracture-animation with the help of this :) Thanks!