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View Full Version : Unusual uses of a Max feature


Steve Green
09-19-2005, 09:43 AM
I wasn't sure whether this should go in the tips/tutorials forum...

Anyway, I was messing about with the Cloth extension and trying to get some good tearing and I realised that it works pretty well for large collapsing structures.

What's useful about it is that you can split the building into elements or along edges and these will separate out with their own dynamics.

What is handy is that it is very quick to set up compared to reactor/fracture. You can then add shell to give it depth, spawn particles off it, maybe add some reactor fracture objects to have some hero fractures.

Does anyone else have any other uses for a feature that seems a little unusual?

Cheers,

Steve

Verma
09-19-2005, 07:42 PM
I remember one from Andy Murdock's Lots of Robots Volume II DVD....

He used wire parameter for connecting the foot rig with Morpher Modifier's (applied on a dummy) channels and was using the spinners to animate the character.

You'd have to watch the tutorial on his DVD to understand the process...

check out his website www.lotsofrobots.com (http://www.lotsofrobots.com/)

It would be interesting to see more contribution to this thread and find out all the weird techniques used by others.

Good on you Steve...:)

Rockin
09-19-2005, 11:57 PM
And my personal favourite from allan mckay's tuts: using a material with specular on particles (+mblur) to get a nice tendril fire. Looks awsome!!

mynewcat
09-20-2005, 07:52 AM
I've used the cloth simulation to work with the 'aluminium casting' organic engine shapes before.
If you work with multiple parts of an engine, you find out soon enough that they are basic geometric shapes that that are all smoothly joined together which is a nightmare to model.

On a couple of occasions I have made those basic shapes then dropped a cloth tightly over them and then collapsed the cloth down to an epoly and continued modelling - it's pretty quick if you get it right.

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