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Afterburn 4.0 – Utilizing Explode Daemons

Level: Intermediate
Still covering more basic subjects just to add some more introductory content. Here we go through one of many methods for creating explosions in 3D Studio Max. This one is designed to really show how to use the Explode Daemon in Afterburn 4 as well as create an explosion without any key frames or lights necessary, purely all based off the particle age.

The point of this exercise is to just get you used to how the explode daemon works, as well as lead up to the next exercise where we then use this explosion to be procedurally triggered through a completely new system we set up to call for an air strike with bombs exploding.

Download here

Posted on January 15th, 2009
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Rock on guys!

-Allan McKay

4 Responses to "Afterburn 4.0 – Utilizing Explode Daemons"

  1. *Very impressed* Learning more and more about procedural triggered events w/ in max from your training vids and cant wait to watch CreatureFX. EPIC released their UDK to the general public so that was really good timing. Still trying to figure out the Fusion workflow, it seems like what AfterEffects will be like in the future. idk…

  2. Vinny Dellay says:

    Dude! Just spent a few hours with your AB 4.o Explosion tutorial… thank you so much! You truly are amazing at what you do.

  3. MG says:

    Great tutorial! One question though. When my debris hits the ground and stops it changes material and gets its display color. Any idea why that happens?

  4. Allan McKay says:

    Hi MG I would say off the top of my head, that you need to copy your material into the next event, when it goes into the new event it doesn’t have a material assigned anymore so it just reads the display nodes color.
    Give that a shot :)

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