Chapter 2 · Concepts

2.6Playback, Memory and Reset

The simulation starts at the first frame of the animation range and is computed frame by frame. Every simulated frame is held in memory: scrubbing back reads the stored frames, and playing past the last stored frame simulates the missing ones. Rendering does the same: a render of a frame that is not stored simulates up to it, and a render that asks for a time between two frames, for motion blur, simulates the next frame when it is missing, up to the end of the animation range.

  • Changes re-simulate. When you change a simulation setting on any Tnpix modifier, the next evaluation simulates again from the first frame with the new value. On a shared Solver the whole Solver group is re-solved.
  • An edited shape restarts the cloth. Change the cloth's own shape below the Solver, a collider's shape or the shape of an object a pin follows, and the simulation starts again from the first frame, as Reset Simulation does.
  • Reset Simulation on the Solver panel, or in the Solver's settings in the TenPix Graph, clears the stored frames by hand.
  • Show End Result. Opening a Tnpix panel turns on 3ds Max's Show End Result button. With it off, selecting a modifier below the Solver shows the mesh as it is below the Solver, unsimulated, and the cloth looks frozen. If you turn the button off it stays off until you next open a Tnpix panel.
  • Panels report in words. Status lines on the panels say what each modifier is doing: how many colliders are enabled, how many points are stitched, what was torn, which build you run. The MAXScript Listener stays quiet during normal work.

For a final result, save the simulation with Tnpix Cache. Playing from a cache is fast, identical every time and unaffected by later changes below it.