Create all the objects you want to export. .
Simulate continously, and there should be a small chain of particles falling down from the emitter Now you can play around with the fluid and emitter settings.
In the new panel, you can change properties such as mass and friction. .
Remove all physics objects from the scene (this will also smart pc booster removal release the SDK). .
Go to "PhysX utility click the button "Geometry tools". .This support is implemented only for the "6 degrees of freedom joint which is a single joint object that can be configured to work as most other joint types that are usually available in physics SDKs.Create two spheres (close to each other, but not in each other's center). .Click the button next to "Body0" and select the box.Delete the newly created object and try different settings Joints Being able to joint rigid bodies together is an important feature in a physics engine, so this is of course also supported through the 3ds Max plugin.Rigid Bodies I'll give a quick guide on how to create a simple rigid body, consisting of one sphere to build an understanding of how the plugin works.Create a large box "under" the dynamic objects. .Play around with the settings in the joint panel.Then edit the properties of the joint. .If you want to create a compound actor (a rigid body with several shapes then you do like following (somewhat shorter list, since I am leaving stuff out that you learnt above. .Finished I hope this tutorial will help you in some ways, at least it should help in getting started with the plugin).Time is short, so that is also how this guide will be - very short to the point.
Now there should have been a rigid body created (3ds max will freeze up for a short time when the SDK is being created).
Add all physics objects. .
This new object covers the torus, but does not have a hole in it, as it is a convex.Select the torus. .Select the sphere. .Press "create hulls and a new object will be created.In the dropdown menu, there is a choice called "ageia PhysX select. .