Using Bullet Physics in Max Creation Graph

By - - 3ds Max
2 mins
Last modification: 29 Sep, 2017

As promised in my previous blog post about MCG features in extension 1 here are two tools created for 3ds Max 2016 Extension 1 that utilize the new Bullet Physics operators. The first tool is an MCG transform controller written by our QA Jean-Thierry Roy that applies basic physics to an object and allows you to pick multiple obstacles. The second tool is an MCG modifier I wrote that clones an object and applies simple physics to all of the cloned objects. Both tools use the new node array parameter.



JT’s animation controller is an example of a new type of MCG tool called a “simulation” graph. A simulation graph is evaluated at regular incremental time intervals regardless of how the user moves the time slider. If the user moves the time slider back in time, the simulation is restarted from the beginning of the graph. This is useful when scene objects can affect the simulation for example if some of the rigid bodies are kinematic. In this case you need the simulation to evaluate at regular intervals.

In the cloned physics demo I simplified things by not making it a simulation graph. I also connect the “time” parameter of the simulation to a slider so that it can be key-framed independently. In the process I wrote some compounds to help simplify the set-up of rigid body simulations when no kinematic bodies are involved. 

If you haven't seen it you also to have to check out this great video made by Chris Murray showing off the MCG Animation Controllers feature. 


I hope you find these examples useful. Check out the MCG Facebook group and the MCG hub at ScriptSpot for other samples from the user community! 




Published In
  • 3ds Max
  • Film & VFX
  • Games
  • Design Visualization
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