3ds Max 2011: Getting Started with Reactor

3ds Max 2011: Getting Started with Reactor

with Steve Nelle

 


In 3ds Max 2011: Getting Started with Reactor, Steve Nelle shows how to create realistic dynamic simulations that have objects recognize, collide and react to coming into contact with each other in 3ds Max animation projects. This course includes a detailed explanation of both rigid and soft body dynamics, reactor's various collection types, using constraints and soft body modifiers, and how to adjust and control a dynamic simulation's accuracy. Four start-to-finish projects are also included in the course, which show practical techniques for breaking objects apart, creating cloth simulations, adding rippling water effects to a scene, and more. Exercise files accompany the course.
Topics include:
  • Choosing the appropriate collection type
  • Using the Property Editor to set up an object's physical properties
  • Working with soft body modifiers
  • Accessing and using the Reactor toolbar
  • Making objects appear soft and pliable
  • Using constraints to limit object movement
  • Animating objects breaking apart
  • Creating realistic water using a reactor helper object
  • Previewing simulations
  • Controlling simulation accuracy
  • Creating keyframes for a dynamic simulation

show more

author
Steve Nelle
subject
3D + Animation, Visual Effects
software
3ds Max 2011
level
Beginner
duration
3h 8m
released
Mar 10, 2011

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Introduction
Welcome
00:04Hi! My name is Steve Nelle.
00:06I'd like to welcome you to 3ds Max 2011 Getting Stated with Reactor.
00:10Using one of the most popular 3D packages in the world today, we are going
00:14be taking a detailed look into Reactor's robust set of tools, and in this
00:18Getting Started title,
00:20we are going to be learning this terrific tool set pretty much from scratch.
00:23We will be delving into both rigid body and soft body dynamics, doing everything
00:29from breaking things apart to creating believable collisions where one object
00:33can automatically detect and react to another.
00:36We will also be taking a look at the impressive cloth system in Reactor, capable
00:40of creating true-life movement in anything from a living room curtain to a
00:44character's wardrobe.
00:47Reactor also offers a really cool constraining system that we will be
00:50working with, setting the scene up where one object can drive or be in
00:54control of another.
00:55In addition to that, we will look into creating fluid type effects, where objects
01:00can realistically react to coming into contact with water-like surfaces, and we
01:06will be doing all this in project format,
01:09going through a series of exercises each designed to teach you what you need
01:12to know in order to get up and running with the Reactor utility as soon as possible.
01:17So, we've got a lot to cover.
01:19Let's gets going with 3ds Max 2011 Getting Started with Reactor.
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How to use this course
00:00As an intermediate to advanced title in 3ds Max, I will be approaching things
00:05from the standpoint that you already have a working knowledge of the software.
00:08If we start getting into a concept or technique that you need a little brushing
00:12up on, you can always refer to the Essential Training titles for 3ds Max in the
00:16lynda.com Online Training Library for whatever you might need.
00:20I would also strongly suggest that you be sure to use a three-button mouse while
00:23working through the videos.
00:25Max uses all three buttons extensively, and it will be important that you do also.
00:29Now if you are exploring this title simply as a way to sharpen your skills,
00:33you will be happy to know that all the chapters and subjects have been
00:37structured so that you can quickly jump to only the topics of interest that
00:41you're looking to tap in to.
00:42With that said though, I think the best way to tackle a material is simply to
00:46hit it right from the beginning. With both advice and inside tricks picked up
00:50over the years and sprinkled throughout the title, you'll definitely get the
00:54most out of the material by watching things through from front to back.
00:58There's quite a bit of stuff here, so no matter what your level of experience, I
01:02think you will be able to find something that will help you in taking your personal
01:05projects to the next level.
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Using the exercise files
00:00Throughout the Getting Started with Reactor title, I'll be working in 3ds Max
00:042011 using assets that I have created especially for the videos you will be watching.
00:09If you're a Premium member of the lynda.com Online Training Library, you have
00:13unlimited access to the exercise files used throughout this title.
00:17If you're instead a Monthly or Annual subscriber to lynda.com and don't have
00:21access to the exercise files, you'll still be able to follow along from scratch
00:26or by creating your own assets.
00:28As you explore the resource material provided in the Exercise Files
00:31folder, you'll find that different chapter folders will contain different types of material.
00:37Some chapters simply provide the beginning file, and, on occasion, the completed
00:41file for our lesson, so you can compare your work with what's have been done on screen.
00:45You see that, for example, in chapter 1, with the introduction-to-Reactor assets.
00:50The other chapters in this title, which are all project based, provide not just
00:54the start-from-here scene file, where applicable, but also incrementally saved
00:58out versions of the project, where you can jump right in at any point along the creation process.
01:06In all cases, make sure to familiarize yourself with what's being provided
01:09for your use. And you'll find that in every situation the chapter numbers and
01:14the exercise files will correspond with the chapter numbers found in the
01:18table of contents, which should make it real easy for you to find the assets
01:23that are looking for.
01:25What I'd suggest is copy the entire Exercise Files folder over to your
01:29computer's desktop. That will give you quick and easy access without having
01:33to track things down.
01:35You'll also want make sure to build a map path in 3ds Max over to your exercise
01:39files folder on your desktop.
01:41You can easily do that by going to the Customize pulldown menu and
01:44choosing Configure User Paths. In the dialog, up at the top, click on the
01:50tab that reads External Files.
01:52You'll then want to click on the Add button on the right-hand side.
01:56From here, you'll navigate the Exercise Files folder on your desktop.
02:00Once it's opened, in the lower right-hand corner click on the Add Sub Paths button.
02:05Then click Use Path.
02:08With the new addresses now listed, you can then click OK.
02:12That will simply make sure that when you open a file that's been put together
02:15using one or more bitmap images that Max doesn't throw up a warning message
02:19saying that it can't find those specific resources. That will get us going.
02:24Let's go see what we can do.
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1. Introduction to Reactor
Understanding how Reactor works
00:00In order to best get a handle on just exactly what Reactor is--or better put,
00:04what it specifically does--it's important that you first understand the term
00:09dynamic simulation.
00:11A dynamic simulation can best be described as a process that allows the motion
00:15of one or more objects in a three-dimensional scene to be automatically
00:19determined based on the physical properties that you assign to those objects.
00:24In other words, a dynamic simulation plugs physics into the equation, using
00:28real-life properties like weight and friction and elasticity to determine
00:33just exactly how something moves or how it would react coming into contact
00:37with something else.
00:38So it's a much different way of creating animation for a scene, allowing math
00:43and a whole bunch of behind-the-scene calculations that work off the objects
00:46properties that you assign to determine the way that things move and interact
00:51within your 3D scene.
00:52Reactor's comprehensive set of tools gives you as an animator the ability to
00:57create a wide range of complex physical simulations inside 3ds Max.
01:02Surfaces can be made to look and respond as if they're either rock hard,
01:06super soft, or anything that one could imagine in between.
01:11The utility is capable of simulating realistic cloth, even fluid-based effects.
01:16So there's a ton of different things that Reactor can help you with in creating
01:19believable special effects for your scenes.
01:22Within that framework though, it's important to know that setting up a Reactor
01:25simulation does require that you understand a few specific things as to how the
01:30utility is programmed to work.
01:32For example, the game of Reactor is played with basically two different states
01:37or classification types for objects that are run through a simulation.
01:41Geometry can be identified as either what is referred to as rigid body or
01:46deformable body--with the difference between the two object types being
01:50pretty self-explanatory.
01:52Rigid body objects are just that. They're rigid.
01:55Their shapes don't change over the course of an animation.
01:59So in other words, their geometry remains fixed and non-deforming irrespective
02:04of what they might come into contact with.
02:06An example of a rigid body object might be a rock or similarly hard surface
02:10like a floor or wall.
02:11Reactor's second object type, a deformable body object, on the other hand, can
02:17change shape during a simulation--
02:19that deformation being accomplished by the position of the object's vertices
02:23automatically changing position at various points in time.
02:27An example of a deformable body object might be an under-inflated rubber ball, or
02:31maybe something like a piece of cloth or a clump of putty.
02:34With deformable objects coming into contact with something else in the scene,
02:39might indeed change its shape in some manner.
02:42Now something else to be aware of when working with deformable body objects:
02:46in order for the deformable body object that properly deform or distort during a
02:50simulation, it must first have a special type of modifier applied to it,
02:55the modifier being determined by the specific type of deformation that you're
02:59wanting Reactor to simulate: a soft 3D surface, a thin piece of cloth or a
03:05long flexible rope.
03:06We'll get into all that in more detail in our upcoming videos.
03:10For now, in a general sense, just realize that you'll be identifying your
03:14simulation objects in one of two ways: either as rigid- or soft body.
03:19In building a foundation as to how Reactor goes about its business, it's also
03:24important to understand that Reactor works by organizing the objects in your
03:28scene that will be used in a simulation in something it calls a collection,
03:32with the specific type of collection you use being determined by how you want
03:36that or those objects to react to respond to the other objects in your scene.
03:41So objects in a simulation are placed into a collection, with the type of
03:45collection chosen determining just how those objects will specifically look or act.
03:51Let's say that we want all three of the objects in our scene to respond as if being rigid.
03:55According to the way Reactor wants us to work, we'll have to add each of these
03:59objects to a collection that would read or interpret them as rigid.
04:03Does that make sense? So, let's do it.
04:05Now we are going to be going into all of this in step-by-step detail coming up shortly.
04:09So, for now, we'll just quickly set things up.
04:12After selecting all the objects, over in the left-hand screen, I've positioned
04:16what is called the Reactor toolbar.
04:18At the very top of the toolbar, I'll click on the icon that looks like three cubes.
04:22It's called Rigid Body Collection.
04:24Now once an object has made its way into a collection, the specific physical
04:28properties that will determine how that object will respond during the
04:32simulation can then be added in.
04:33Things like the object's weight, how much resistance that object would exhibit
04:38should it be dragged across another surface, even how elastic or how bouncy the
04:44object will be will all be defined as measurable physical characteristics.
04:49Let's say that we want the two boxes to fall on the floor, collide with each
04:53other, then continue traveling in whatever direction they might.
04:56That would require us to identify certain physical properties for each object.
05:01Let's see if we can't add a little weight, or what is referred to in Reactor as
05:04mass, to the middle yellow box.
05:07Once selecting the box, we can return to the Reactor toolbar in the left,
05:10heading a little further down.
05:12We're looking for a button called Property Editor.
05:15When you find it, go ahead and click.
05:18When the dialog opens up, up at the top under Physical Properties, we'll
05:22change the Mass to 25.
05:24That's all we need to do.
05:26Now, while running a simulation, objects can be defined as not just movable or
05:31locked into a fixed-scene position.
05:33They can even be constrained to other objects so that one object's position can
05:38be glued down to a certain location on another object, like a shirt on a hanger
05:43or a hook on a fishing line.
05:45There are all kinds of different things that can be configured.
05:48One of the other really cool things about Reactor is how quick it generates its
05:52previews--its speed in making and displaying as calculations in other words.
05:57While some 3D software simulation engines require lengthy calculation times
06:01before your results can be viewed and evaluated,
06:03Reactor's Preview window works in near real-time speed--meaning that feedback
06:09is almost immediate, which saves not just time but makes the entire process
06:13much more interactive.
06:15Let's see how our simulation looks.
06:17Back on the Reactor toolbar on the left, a little further down, you will find a
06:21button that reads Preview Animation. Go ahead and click on that.
06:25This brings up Reactor's Preview window.
06:27To play things back, we simply have to type the P key on our keyboard.
06:32To reset the action, you type R. Then to play again, you'll tap the P key.
06:39When you're happy with your results, you can then commit to what you've created
06:42by generating the actual keyframes that bakes everything together.
06:46That, like almost everything else in Reactor, can be done from several
06:49locations in the interface.
06:51For our demonstration here though, we'll continue hanging out on the toolbar on the left.
06:55Down at the bottom, we'll click on Create Animation.
07:00After a short calculation, our keyframes have been made.
07:04We can then play the Timeline to see the actual animation.
07:12You can also at this point, with those keyframes having been made, scrub the
07:16Timeline back and forth to review your work.
07:22So, that will give you a quick overview as to how the Reactor workflow operates.
07:26Coming up in the next video, we'll take a look at where exactly in the 3ds
07:29interface the Reactor controls and commands are found.
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Accessing the Reactor commands and controls
00:00The Reactor controls and commands can be accessed in a handful of ways: Through
00:06the Animation pulldown menu at the top of the interface, dropping down to
00:10Reactor, then accessing the commands that are displayed to the right.
00:15Over in the Command panel, you can also access the Helper's tab, clicking then
00:20on the dropdown menu that starts with Standard, choosing halfway down Reactor.
00:27There's also a handy Quad menu that you can quickly access by holding down the
00:31Alt and Shift keys then right-clicking in any viewport,
00:35each of the commands you see having something to do with setting Reactor up.
00:39The method of access that many animators choose to use starts by putting your
00:43mouse on the far right-hand side of the Main toolbar.
00:47In the empty area just at the right-hand side of the Render teapot, you then right-click.
00:52When the menu opens up, halfway down you choose Reactor.
00:56Now this brings up the Reactor toolbar, which many times works best after
01:00accessing by docking in one of a couple different places in the interface:
01:05Either up at the top below the Main toolbar,
01:07you can get at there by simply dragging with your mouse then letting go. Or in a
01:12location that I'll be using in a large majority of our videos in this title, over
01:15in the left-hand side.
01:17Again, to position, you'll simply drag it in place, then let go of your mouse.
01:21We'll come back to the toolbar options in just a moment.
01:25There's also a collection of Reactor features and options under the Utilities
01:28tab in the Command panel.
01:30Here you can not just set up the parameters for both previews and keyframe
01:33creation, but there's also various other settings for simulation optimization
01:39and controlling which physics engine in Max you choose to use when running your simulations.
01:44We'll be going back and forth in here quite a bit as we get to our projects.
01:50Over the course of this title, we will be accessing quite a few of the Reactor
01:53commands using the toolbar that we have now docked over on the far left edge.
01:58With that in mind, let's now take a look at the way things are laid out on the tool strip.
02:02The Reactor toolbar is basically divided into six groups, with the individual
02:07groups or categories separated by small horizontal bars.
02:11The topmost group in the toolbar are your collections, five different types in total.
02:16Max refers them as collections because they will hold or contain a list of the
02:21objects that will be evaluated in a certain way during the simulation.
02:24We'll be going over how each collection works in detail in the next video.
02:29The second group, nine in all, contains your forces, which are elements that can
02:34be added to a scene to affect the object or objects that have been placed into a collection.
02:40Next category down, the third section of the toolbar, are your constraints.
02:44Constraints are used in Reactor to lock down or constrain an object in some
02:49way during a simulation, like a nail holding down a canvas tarp or a hook
02:54securing the end of a rope.
02:56The fourth group holds the very-important Reactor modifiers.
03:01There's three different ones:
03:02Cloth, Soft Body, and Rope--each being assigned to an object in a collection to
03:08determine how that object will specifically act during the simulation,
03:13responding either like a piece of cloth, a strand of rope, or a geometric object
03:18taking on the characteristics of a softer deformable surface.
03:23The fifth group contains just one icon, but it's a big one.
03:27It's called the Property Editor, and it's where you go to set up your physical
03:30properties for an object.
03:32You'll be spending a ton of time in here.
03:34And finally, the sixth group way at the bottom contains the solving and
03:38calculation utility, the Preview command, and the control that you'll use when
03:44wanting to create the actual keyframes for your scene once the simulation has
03:48been tested, tweaked, and is ready to be baked in--
03:52in other words, when you're formally ready to commit to what you've done.
03:56So that will give you a quick rundown of how and where your Reactor tools
03:59are found.
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Working with Reactor's collection types
00:00In a previous video, we described creating a collection as a method to
00:05identify and organize certain scene objects to be included in a simulation.
00:10We further stated that Reactor offered several different types of collections,
00:15with the collection type chosen determining just how that specific object, or
00:19objects, would respond or react to being run through a simulation.
00:24In this video, we'll take a closer look at working within the Collection
00:27framework using the Reactor toolbar that we've docked over on the left-hand
00:32side of our interface.
00:34Let's first identify the five different types of collections you'll be working
00:37with when using Reactor.
00:40The first collection on the list, a Rigid Body Collection, is designed to
00:44house objects that will be seen as extremely hard and non-deforming during a simulation.
00:49A concrete floor or a hard dense piece of wood would be good examples of an
00:53object that might be added to a Rigid Body Collection, anything rock-solid and impenetrable.
00:59Just down from that, you've got the Cloth Collection, meant for surfaces that are
01:04intended to have the characteristics of--you guessed it--cloth.
01:08Something like maybe a living room curtain or a blanket that would drape over a
01:11bed would be ideal candidates for a Cloth Collection.
01:15Third in line, the Soft Body Collection, is again one that's pretty easy to
01:19understand simply because of its name.
01:21What goes in it are things that are meant to be soft, a foam rubber cushion or
01:26maybe a beanbag for an example:
01:27any object that you might want to flex, bend or squash during a simulation.
01:32Rope Collections are designed to be used with splines or 3ds Max lines in other
01:37words, and they are meant to contain objects that take on more of a rope-like
01:41characteristic, which could easily include not just your standard braided rope
01:46or cord for something like a swing or tether pole, but also for simulating
01:50things like chains or even a character's long hair.
01:54Now when creating a spline to be used in a Rope Collection, you've got to be
01:57careful as to the number and layout of your subobject vertices as they will
02:02have a substantial impact as to where and how realistic your rope type object will bend.
02:08So be sure to keep that in mind when making your original spline lines.
02:13Too few or poorly placed verts will no doubt hamper the believability of your
02:17simulated rope like objects.
02:20The last Reactor collection is known as a Deforming Mesh Collection, and it's a
02:24slightly different animal in comparison to all the other collection types as to
02:28how it works and what it's specifically designed to hold.
02:32A Def Mesh Collection is a helper object that's designed to hold what Max refers
02:36to as a deforming mesh object, which in a nutshell is simply any mesh object
02:41whose vertices have already been animated.
02:43You'll many times see that vertex type animation on a character--maybe something
02:49or someone that's had its skin or muscles keyframed in one way or another.
02:53The cool thing about a Def Mesh Collection is it gives you the flexibility of
02:57having the surface of a deforming mesh object included in a dynamic SEM, being
03:01able to react to other objects in the simulation, yet at the same time still
03:06being able to maintain and not affect the original keyframing that's been done
03:10at its vertex level on its skin.
03:12So in other words, Reactor doesn't recalculate the animation on an already
03:16animated object when that object is added to a simulation using a deforming mesh collection.
03:22So those are your five collection types.
03:24Let's now talk about how a collection is created and how something is added to a collection.
03:29Creating a collection is merely a point-and-click process.
03:33You select the type of collection that you want from the Reactor toolbar.
03:36Then you simply click on the screen where you want that collection located in your scene.
03:41Now, the actual position on the viewport where the collection is placed is not important.
03:46The icon created, which doesn't render, merely serves as a placeholder or
03:50container on your screen in which to place objects.
03:53So if we render things up, you'll see how we still have nothing on the screen.
03:58Let's go ahead and create the other four collections.
03:59When a collection is selected, it grows in size and turns white.
04:12When not selected and when empty--in other words, when it contains no objects--
04:16its icon will display on the screen in red.
04:20An unselected collection that does contain at least one object will instead
04:23show itself in blue.
04:25We'll see that in just a moment.
04:27The settings and options in the Modify column are pretty much, for the most part,
04:30the same for each type of collection.
04:31You'll have a window that displays the scene objects that have been added to the
04:38collection and commands below the window for adding and removing scene elements.
04:43Now, to add something into a collection, there's a couple different ways you can go.
04:48With the Modify column open, you can easily pick an object out of your scene by
04:52simply clicking on the Pick button, then selecting the object.
04:56If that object has been recognized by the collection, you'll then see its name in the list.
05:01You can also select an object or a series of objects simultaneously from a list.
05:05With a couple more teapots now in the scene, I've reselected my collection.
05:11In the Modify column, I'll then drop down to the Add button, then from the list,
05:15choosing my objects to add to the collection. Or another way to go, objects can
05:25automatically be added to a collection if those scene elements are first
05:28selected before the actual collection is created.
05:31So with the new three green spheres, I'll ahead and select them, and again, I'll
05:36click on my Rigid Body Collection.
05:38The Collection icon will be automatically dropped directly in place with the
05:41objects in the collection.
05:43I'll go ahead and move that icon a little bit to the side.
05:46Back in the commands on the right, you can see what objects are currently
05:49included in any collection by simply clicking on the Highlight button.
05:53Objects included in the collection will momentarily display in white if
05:56using Wireframe mode, or with a bounding box around them if being viewed in Shaded mode.
06:04Objects can also be easily removed from a collection by simply selecting its
06:07name in the list, then clicking on the Delete button.
06:11That name will no longer display and hitting the Highlight button will show that
06:14it's no longer included in that given collection. And you can quickly disable a
06:19collection, removing it from any upcoming simulations, by simply clicking Disable.
06:24If you no longer want a collection altogether, once the icon has been
06:27selected, you can simply hit the Delete key on your keyboard.
06:31The objects originally in that collection remain in the scene, ready to be put
06:35in another collection or left out of the simulation altogether.
06:39Now, there are a couple of other things to keep in mind when working with collections.
06:43First, being added into a collection is an object's way of making sure to be
06:47included in a dynamic simulation,
06:50so being thrown into a collection is pretty much an object's ticket to
06:53getting into the game.
06:54Any object not in a collection won't be included or calculated into the simulation.
07:00Secondly, collections aren't mix and match.
07:03What I mean by that is only objects that are to behave similarly should be
07:08added to the same type collection.
07:10A rigid body object for an example shouldn't be added to the same collection
07:15as a soft body object.
07:17One is designed to be rigid; the others are intended to be pliable.
07:20You got to keep similar objects together in their own collections.
07:23That's going to be very important to remember.
07:26So, rigid body objects go in one collection, a Rigid Body Collection,
07:30and soft body objects go on another collection, a Soft Body Collection. Make sense?
07:36Now a scene can have as many collections as needed, and any given collection can
07:40have as many objects in it as needed.
07:43You just can't be mixing your apples with your oranges.
07:46Bottom line: different types of collections for different types of objects.
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Working with Soft Body Modifier types
00:00When wanting to include a deformable- type object in a dynamic simulation,
00:05Reactor, before allowing that object in as a legitimate member of a deformable
00:09body collection, will insist that that object first have one of three specific
00:14types of modifiers applied to it--
00:17that modifier type being determined by the way in which we are wanting the
00:20object to react or specifically respond during the simulation.
00:25In this video, we'll take a look at those three special modifier options.
00:29In the scene that I have on the screen named Soft Body Modifiers, I have created
00:34three different objects wanting each to respond in a different way as they
00:37deform during a dynamic simulation.
00:40There's a curtain on the left, a rope in the middle, and a foam toy over on
00:45the right-hand side.
00:47Starting with the curtain, if we create a cloth collection and attempt to add
00:50the object to it, you'll notice that Reactor won't allow it to happen.
00:54Now in a previous video, we discovered that if an object is first selected when
00:58a collection is added, that object will be included in that collection.
01:03So let's see how this will work.
01:04We'll select our curtain, then head over to the Reactor toolbar on the left.
01:07You will find the Cloth Collection second one down.
01:10Let's go ahead and click on that.
01:12Now, something's wrong here.
01:14In the past when we had an object selected, then added the collection, the
01:17Collection icon would rest directly on top of whatever we had selected.
01:21You don't see that in our situation here.
01:24The Cloth Collection is basically saying, "I'll accept your curtain geometry, but
01:28before I do so, I am going to first need you to apply the appropriate modifier."
01:32So let's go ahead and do that.
01:33In the Reactor toolbar, a little further down, we'll find the Cloth Modifier.
01:37The icon will look like a shirt with a M in its middle.
01:41Once we find that button, with the curtain still selected, we'll go ahead and click.
01:46If we now focus our attention over in the Modify settings, you'll see, indeed, in
01:50the stack, the Reactor cloth has been added in.
01:53Now that we have the needed modifier in place on our curtain, we can now go back
01:57and try to add that Cloth Collection one more time.
02:01Back up to the icon and we'll click.
02:04Okay, there is the Cloth Collection icon that I was expecting.
02:07Why don't we now go back and select the Curtain and we'll check out the Modifier
02:11Settings over on the right?
02:13Looking at the Cloth Modifier controls,
02:15you'll see that we've got a setting for the weight of the Curtain. Reactor calls that Mass.
02:20Directly below that, Friction would determine how the Curtain would respond if
02:24it rubbed up against something else in the scene.
02:27The Air Resistance setting would control how the Curtain would respond if coming
02:31into contact with a wind force.
02:35In the sections called Force model and Fold Stiffness, these are going to be
02:39your controls that would control how the Curtain would stretch and fold when
02:42moving. And a little further down below, you've got a series of attachment or
02:51constraining methods if you wanted to secure your curtain to something else in the scene.
02:55So basically, a handful of controls that would allow our curtain geometry to
02:59specifically react during an animation as if it was made of cloth.
03:03For things like ropes or chains, we've got another modifier type to work with,
03:07something Reactor calls a Rope Modifier. Let's see
03:11if we can't apply that to our rope geometry, then throw the object into our rope collection.
03:16Now I've been using the Reactor toolbar over in the right.
03:18This time I am going to change gears using the Quad menu.
03:21For that, I'll simply hold down the Shift+Alt keys and right-click.
03:25With the rope object selected, I'll select Rope Modifier up at the
03:28upper left-hand quadrant.
03:30Now that we have our modifier in place, let's also add the Rope Collection.
03:34That again can be done using the Shift+Alt+Right-click.
03:40With the Rope Modifier, we have settings for the geometry's weight,
03:43thickness, and friction.
03:45There is also a Stiffness control and something called Damping, which
03:50determines how quickly an object settles back into its original position when
03:54bent or twisted around.
03:58Also, like we saw with the Cloth Modifier, a little further down in the
04:01controls, we've got several different methods to constrain our rope to another
04:04object in our scene.
04:05We'll be looking at the specific options for gluing things together when we
04:09get to our projects.
04:10Lastly, for the foam toy, it, too, before making its way into the appropriate soft
04:16body collection, we'll need a special modifier--
04:19in this case something referred to as a Soft Body Modifier.
04:24With that toy selected, I'll again Shift+Alt+Right-click.
04:28Up in the menu on the top left, you'll see the Soft Body Modifier.
04:31Let's go ahead and apply that.
04:33Then to get into a collection, again, we'll use the Quad menu. Staying up on
04:37the top left, but a little further down, let's click on, this time, Soft Body Collection.
04:43Okay, back to selecting the foam toy.
04:45With the Soft Body Modifier, you've got similar settings for measuring and
04:49simulating an object's mass, stiffness and friction.
04:53You also have a couple of different options, or methods, as to how Reactor will go
04:57about actually deforming the object's geometry, using either a mesh-based
05:02calculation--which works well when changing the shape of an object that isn't
05:06extremely heavy as far as its mesh weight-- or use instead a type of free-form
05:11deformation lattice control to direct the movement of the underlying mesh.
05:15As a rule of thumb, the FFD-based way of going about doing things will typically
05:20be your best option when working with objects having 200 or more faces. And as
05:26with the two modifiers we saw just prior, the Soft Body Modifier also offers the
05:31same constraining controls when wanting your object locking onto something else
05:35in your scene--those controls being found a little further down.
05:39So those are your three soft body modifiers and a few other things you need to
05:43be aware of when wanting to include deforming mesh surfaces in a simulation.
05:47Remember, unlike rigid body objects, soft body geometry will always need a
05:52special modifier applied to it before being allowed in the game.
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Using constraints to limit object movement
00:00Constraints can be applied to simulated objects to restrict or limit their
00:04movement, and in Reactor there are quite a few different methods that you can
00:07choose from in order to create those restrictions in the way things move.
00:11You'll find constraints that act like springs and hinges, even a style that
00:16allows one object to be constrained down to another.
00:20Using a file named Constraints, let's take a look at two constraint types in particular.
00:24The scene we're using consist of a metal pole, a wooden plank that will swing
00:29back and forth, a weight on the left- hand side of the plank that will be used to
00:33influence the plank's motion, and a cube hanging over the right-hand side of the
00:38plank that will drop down in our scene to initiate the movement.
00:42Now, in order to pull things off here, we're going to be using two different
00:45kinds of constraints: one called a hinge constraint that we'll use to have the
00:49wooden plank rotate or pivot in relation to the metal pole, and another referred
00:55to as a point-to-point constraint that will allow us to attach toolbar objects
00:58together having those objects react relative to each other, having a single
01:03attachment point in common.
01:06The Hinge constraint will be used to spin the wooden plank, while the
01:10point-to-point constraint will secure the metal weight below the plank to the plank.
01:15In order to set this up, our scene will require two additional elements:
01:20a Rigid Body Collection that will hold all of our objects and a helper container
01:25that will be used to hold and simulate our two constraints.
01:29Reactor calls that container a Constraint Solver.
01:33Let's first create a Rigid Body Collection.
01:35We'll select all of our objects using the Ctrl+A shortcut.
01:38Then in the Reactor toolbar, on the left- hand side, up at the top, we'll click on
01:43the icon that reads Rigid Body Collection.
01:46Once we have the collection in our scene, we'll activate the Move command and
01:49move the icon to the right.
01:52Now, let's go ahead and add in our two constraints.
01:55We'll first work on the hinge, but before the constraint comes into play,
01:59we're going to want to select the two objects in our scene that will be
02:01influenced by that constraint.
02:03That will be the pole and the plank.
02:05Now when you click one, just hold the Ctrl key down. Then click on the other.
02:10Back in the Reactor toolbar on the left, down at the bottom you'll see an icon
02:13that looks like a door hinge.
02:15That's your Hinge Constraint.
02:17When you find it, go ahead and click.
02:20Now, the constraint creates an invisible axis that attaches to the pole and
02:24allows the plank to spin around it in the direction of the arrow.
02:27The next thing we're going to want to do, over on the right, is identify
02:30the parent and child.
02:32We're going to want the parent to be pole and the child to be the plank.
02:36Now because of the way we made our selection, we are already set up correctly.
02:40If your object names read different, click on the name next to Parent, clicking
02:44on the parent object--that being the pole. Then click on the name next to the
02:48child, clicking on the child object, which will be the plank.
02:52Once we've done that, we'll go ahead and create our point-to-point constraint.
02:56Now again, the process begins by first identifying the two objects in the scene
03:00that'll be influenced by that constraint.
03:03For the point to point, that's going to be the plank and then the weight, down
03:06to its left-hand side.
03:07Go ahead and select both of those.
03:10This time to create our constraint, we'll use the handy Quad menu.
03:14We can access that by using the Shift+Alt+Right-click combo. Go ahead.
03:18When the menu opens, in the lower left-hand quadrant choose
03:23Point-Point Constraint.
03:26Now again, back on the ride we're going to have to identify the parent and child
03:30for this particular constraint.
03:31We are going to want the parent to be the plank and the weight to be the child.
03:36So as things currently read, to the right of parent, I'll click on the name Weight.
03:40Now back in the scene, I'll now click physically on the plank.
03:45That should change as what's going to serve as our parent.
03:48Now for our child object,
03:49to the right of Child where it says Plank, go ahead and click. Then back in
03:53the scene, we'll go ahead and click on that little metal weight down to the left-hand side.
03:57When we are done, just be sure things are set up correctly.
04:01The plank should be the parent and the weight should be the child.
04:05Once we've done that, we can now add in our Constraint Container.
04:08On the Reactor toolbar, we'll choose Constraint Solver.
04:11It's going to look like a torus knot.
04:14We'll click on the button. Then we can click anywhere within the view.
04:16Now once we've done that, over in column on the right we will go to our Properties.
04:23From here, we are going to have to identify both the Rigid Body Collection and
04:26our two constraints.
04:28Under RB Collection, click on the None button. Then click on the Rigid Body icon.
04:32For the two constraints, we'll go down below the window, clicking on the Add button.
04:37Then from the list, we can choose both Hinge and Point-Point.
04:43Now, in order for our simulation to run properly, we'll need to give a few of our
04:47objects a little bit of weight.
04:49We'll do that by first selecting each object, then changing their Mass value
04:52inside their Property Editor.
04:55Let's start with the cube up at the top.
04:57We'll select the cube. Then to activate the Property Editor, I'll simply
05:00Shift+Alt+Right-click.
05:04In the menu down in the lower- right, I'll choose Open Property Editor.
05:08For the cube, let's give it a mass of 10. Leaving the Property Editor open,
05:13let's now click on Plank.
05:14In its settings, we'll also change its mass to 10.
05:19Once that's in place, we'll go ahead in the view and click on the weight.
05:24Then back in the Property Editor for its Mass value, we'll type in 5.
05:29Once we're done with that, we can go ahead and close the Property Editor.
05:33Let's go ahead and run our sim and see how things look.
05:35I will hold down Shift+Alt+right- click--in the menu on the lower-right,
05:41choosing Preview Animation.
05:42Now before you run this, let's roll our wheel inside the Preview window so we
05:47can zoom in just a bit.
05:49Then to begin our play, we'll simply type P.
05:53You can see how the Plank is swinging around, being controlled by the Hinge
05:56Constraint, while the weight swinging around at the bottom of the plank is being
06:01constrained at the left-hand edge of the plank.
06:06If we wanted to change the behavior of our objects, we could simply go back in
06:10and adjust a few of the Physical Properties.
06:13Let's select the plank and open up its Property Editor.
06:16Once open, we'll change its Mass setting to 15.
06:20Keeping the Property Editor open, we'll select the weight in the scene and
06:24change its mass to 10.
06:28Let's run our preview again.
06:47Boy, what a difference that made!
06:49Now if your preview seems to stop a little prematurely, you might need to go
06:53into the Constraint Solver and adjust what is called the Deactivation Threshold.
06:58This is what controls just how long the constraining influence lasts.
07:04So we'll close our Preview window and select the Constraint Container or Solver
07:08down to the lower right-hand side of our view.
07:12In the Modify column down below the second window, you'll find the
07:15Deactivation Threshold.
07:17Let's change that value to one. Then create another preview.
07:33That will give you a little taste as to how constraints in Reactor work.
07:36When you're running a simulation that needs something in your scene restricted
07:39in some way, it will be a constraint and a Constraint Solver as a holding
07:43container that will make it all possible.
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Assigning physical properties using the Property Editor
00:00When an object needs its physical properties specified in order for dynamic
00:04simulation to be successful, those values will be entered and adjusted in
00:08something Reactor refers to as the Property Editor.
00:11In this video, we'll take a look at some of the important controls and settings
00:14you'll find inside the Editor.
00:17Using a file named Property Editor, let's see what we can do.
00:20Now the editable physical properties on an object can be accessed in a couple of different ways.
00:25Using the pulldown menu at the top of the interface, you could choose Animation,
00:29then head down to Reactor, then over the right, choosing Open Property Editor.
00:35You could also go into the Utilities tab in the Command panel,
00:38clicking on the name Reactor, then heading down to the tab down at the bottom
00:42entitled Properties.
00:44There's also the Quad menu that you can use, accessed by holding down the
00:48Alt+Shift keys, then simply right-clicking on the screen.
00:53When the menu opens up, in the lower right-hand quadrant you choose Open Property
00:57Editor. Or as a fourth option,
01:01you could utilize the Reactor toolbar if you have it open like we do here,
01:05heading all the way down to the bottom, then choosing the fourth icon up.
01:09Having the dialog now open, your three primary properties that will control when
01:13the object moves around the scene and how it behaves when coming into contact
01:17with other objects are Mass, Friction and Elasticity.
01:20You will find those right at the top under Physical Properties.
01:24Mass is basically an object's weight, with higher values making the object
01:28appear heavier during the simulation.
01:30When an object has a Mass of zero--the default value--that object will remain
01:34fixed in space during the simulation, with other objects in the scene being able
01:39to collide with it and realistically reacting to that collision.
01:43Friction affects how an object responds, movement-wise, to any other surfaces it
01:48might come into contact with.
01:49Higher amounts of friction will make an object appear to grab on to those other
01:53surfaces, appearing not to slide as easily over those objects.
01:58So, slippery objects would have a low or no Friction value, while rougher, more
02:02grabbing surfaces should be given a higher Friction amount.
02:07Typically, you'll keep this number between zero and one, although the setting
02:10does go as high as 5.
02:12The Elasticity setting controls how bouncy an object is, with higher values
02:17creating a bouncier reaction when an object comes into contact with something
02:21else in the simulation.
02:22This setting, too, has a maximum value of 5, although like with Friction, you'll
02:26usually want to keep your Elasticity number somewhere between 0 and 1.
02:31The Inactive check box is a big one and that when turned on and applied to
02:35a rigid body object,
02:37that object will begin the animation in an inactive state, meaning that for in
02:42order for that object to move in some way during the sim, it must interact with
02:46something else in the scene.
02:48An example would be something like a blade on a windmill, that blade sitting in
02:53a resting position until either coming into contact with an object, like maybe
02:57an airplane running into it, or being influenced by an external force, like let's say wind.
03:04Unyielding is another very important control to understand when you're
03:07including something in your simulation that's already been animated or manually
03:12keyframed in other words.
03:13In the case of an already animated object, you'll want to make sure that
03:17Unyielding is turned on.
03:19Doing so will allow other objects in the simulation to recognize it, being
03:23able to collide with it, and being able to feel and react to being hit by that Unyielding object.
03:29What's important to realize though is that an unyielding object's movement will
03:33be exclusively governed by whatever normal keyframed action has been applied to
03:37it prior to making its way into the simulation.
03:41So an unyielding object can affect other objects within a simulation, but its
03:46movements and behavior will only be affected by how it's been manually animated
03:50outside of the simulation.
03:52An example of an unyielding object might be something like a bowling ball
03:56whose movements toward the pins has been hand-keyed in, but whose effect on
04:01hitting those pins is all automatically simulated by the calculations made by
04:05Reactor's physics engine.
04:07So, makes sense. An unyielding object moves and reacts only by the way of how
04:12it's been manually keyed.
04:14The Simulation Geometry category about halfway down is another big one.
04:18These settings deal with how the shape of an object is calculated or represented
04:23during a simulation, some options representing the actual shape of an object
04:27more accurately than others--that accuracy though, coming at the expense of a
04:31longer calculation time.
04:33The bounding options, Box and Sphere, place an invisible lower-detail, less-
04:38accurate bounding shape around an object,
04:41the extents of that fill and shape being determined by the object's dimensions.
04:46Now for basic shapes, like the ball and box in our scene, the bounding option
04:50will work just fine--quicker calculations, but maybe not quite as accurate.
04:55Let's go ahead and make those changes.
04:56With the green ball selected, we'll change its Simulation Geometry to Bounding Sphere.
05:03Leaving the Property Editor open, we can now select the blue cube.
05:06For this object, we'll take its Simulation Geometry to Bounding Box.
05:11The default setting for Simulation Geometry, Mesh Convex Hull, is ideal for more
05:16detailed solid objects whose surface might not be as accurately calculated
05:21using just a simple bounding box.
05:23An example of that might be the red ball in the middle of the back row.
05:27Because of the variations in its topology, though taking long to render, Convex
05:31Hull would probably be the better way to go.
05:34The setting two options down from that, Concave Mesh, is designed for objects
05:39containing some kind of negative space, which could be either a kind of carved
05:43out area on an object or an open or empty space altogether.
05:47Here, an extra level of calculation takes place to ensure that those open areas
05:51are seen and accurately responsive during the simulation.
05:54Both the objects on the far left of our scene would constitute Concave Mesh objects.
05:59Now, we can actually change both of them at the same time by merely having them
06:02both selected when we make the switch-over.
06:05I'll window both, then back in the Property Editor, we'll make the change
06:08down to Concave Mesh.
06:11Now, the last option under Simulation Geometry is Proxy.
06:14A Proxy object is basically a stand-in object, using something in your scene--
06:20usually another object of the same shape but with less detail--to calculate the
06:24needed simulated movement for the higher-detailed object.
06:28The two objects in the lower right-hand corner of our screen would serve as good
06:32examples of being able to use a stand-in proxy.
06:36The pink object has a good deal more geometry in it than the orange object just to its side.
06:42In fact, the difference in face count is 3,300 versus 440.
06:47Because both surfaces are basically the same shape, we can use the orange object
06:52as a proxy stand-in for the pink one.
06:55Here's how we'll do that.
06:56We'll first select the pink object.
06:58Because the negative space up around its neck, we'll then choose Proxy Convex
07:03Hull. Then about an inch below that to the right of the name Proxy, we'll
07:07click on the None button.
07:09Now this is our way of signaling to Max that we are now going to pick that
07:12stand-in proxy object.
07:13With that button down, we can now carefully click on the orange one.
07:18Once done correctly, you'll now read the name Orange Proxy Pin to left of the name Proxy.
07:23Now, during any upcoming simulations, the lighter-weight orange object will be
07:27substituted for the heavier-weight pink one, done so for the intention of
07:32speeding up the simulation.
07:34So there you go with a bunch of stuff on getting the most out of an
07:36object's Property Editor.
07:38When next running a simulation, you'll now know the exact settings to use in
07:41order to get both the quickest and most accurate sim.
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Previewing a simulation
00:00One of the advantages that Reactor has over many of the other dynamic simulators
00:04on the market today is the speed in which it generates its previews.
00:08During the normal workflow process, it's not at all unusual for a simulation to
00:13take a healthy amount of time to plow through all the calculations necessary in
00:17order to create an automatically generated series of movements.
00:21Unfortunately, the longer you have to wait for your results, the less
00:24interactive the process feels.
00:26In this video, we're going to take a look at how Reactor has done away with
00:30those lengthy waits.
00:31I'm using a file named Simulation Preview to demonstrate how a preview in
00:35Reactor is performed.
00:36Once a simulation has been set up and the evaluation process is set to commence,
00:40you can access Reactor's Preview window in one of several ways.
00:44Using the Animation pulldown menu at the top of the screen, you can drop to the
00:48bottom, choosing Reactor, then the command Preview & Animation.
00:52You could also access the Preview Command using the keyboard/mouse shortcut of
00:56Alt+Shift+Right-clicking, heading to the lower right-hand side of the menu
01:01when the dialog opens.
01:03Another option would be to head over to the Utilities tab in the Command
01:06panel, opening up the Reactor commands, then sliding into the section entitled Preview Animation.
01:12From there, you'd simply click on Preview in Window. Or as a fourth option,
01:17using the Reactor toolbar which we've positioned over in the left-hand side of
01:20our screen, you could go to the bottom of the commands, then choose the second icon up.
01:25After a moment then once the calculations for your simulation have been made, if
01:29no errors are found, the Preview window will open.
01:32The window allows you to view and interact with your simulation in real time.
01:36By default, simulated objects display using either the Perspective or Camera
01:41view from your scene as the orientation for the Preview window.
01:44Your left mouse button can now be used to rotate the view.
01:47The middle mouse button, when held down, will allow you to pan.
01:52If held down and rolled back and forth, will give you the opportunity to zoom in
01:55and out of your view.
01:57To start the simulation playback, a couple of different options.
02:00In the Simulation pulldown at the top- left corner of the window, you could
02:03choose Pause/Play, or you can simply press the P key on your keyboard.
02:08Let's go ahead and play things through.
02:12To stop the preview, you simply want to press the P key again.
02:16When wanting to reset the animation, type R. So, P to play and R to reset.
02:23If there is something in your scene that needs changing, you can easily do that
02:26and then run the preview again.
02:28Now in order to make those scene changes, you'll first have to close the Preview window.
02:32I am going to take the yellow cylinder on the left-hand of my screen and move it up just a tad.
02:39Then I'll go back in and run another preview.
02:43Up at the top of the Preview window, there is another couple options to be aware of.
02:47Under Display, you can change the way the Preview window appears visually,
02:51choosing between things like Shaded or Wireframe, and how the preview was lit.
02:56In the Performance category, Reactor gives you controls for both your
03:00simulation's accuracy and preview playback speed.
03:03The substeps setting determines just how many calculations are made in
03:06generating what you see. The higher the number of substeps, the more
03:10accurate the playback.
03:11That higher number though does come at the expense of a longer calculation
03:15time for your preview.
03:16Under the Max pulldown, Update Max comes into play when you have any objects in
03:21your simulation that over a period of time assume a resting position.
03:25In a situation like that, you'd allow your preview to run to the frame where
03:29the objects are resting, or in a relaxed state--like a piece of cloth--then
03:33you'd click Update Max.
03:34We'll be looking at how all that works when we get into a few of our projects.
03:38So that's pretty much what's happening in creating Reactor previews.
03:41Now, a preview is not permanent.
03:44It in no way creates keyframes for your simulation.
03:47For the actual baking-in of your keys, once happy with your preview, you'll move
03:51on to a new command.
03:52We'll take a look at how you go about creating those keys in our next video.
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Creating keyframes for a simulation
00:00Once your simulation has gone through its final adjustments and you are ready to
00:03commit to the work that's been done, you can bake in the animation that Reactor
00:07has assisted in making by creating the all-important keyframes that are
00:11necessary in order to go out to final render.
00:14This video will show you how that's done.
00:16Carrying over the scene that we were using to create our previews in the last
00:19video, I've renamed the file Creating Animation.
00:22Ready to go, we can now activate Reactor's keyframing command in one of a
00:26couple different ways.
00:27One of those options would be to go to the Animation pulldown menu at the top of
00:31the interface, heading then down to the bottom, choosing Reactor, then off to the
00:35right, choosing Create Animation.
00:38We could've also instead decided to use the handy Quad menu, holding down the
00:42Shift+Alt keys and right- clicking with our mouse.
00:44When the dialog opens, we would then head down to the lower right-hand quadrant.
00:49The Reactor toolbar that we've docked on the left-hand side of our screen
00:53also gives us the same command as the very last icon at the bottom. But this
00:58time around I am going to choose to use the options in the Utilities section
01:01of the Command panel. The reason being is that from there I have the ability of
01:05choosing not just the number of frames in which I want my keyframes to cover,
01:09but I also have a couple of final accuracy settings that I can adjust all
01:13depending on my needs.
01:14Let's head over to the right.
01:15We'll click on Utilities, then down into the Reactor commands.
01:19Let's say, for example, that I only want the keys that I generate to include the
01:23first 90 frames of my animation.
01:25To do that, in the Preview & Animation section, I can change my EndFrame to 90.
01:30Now, the other important settings in this section are covered in the video on
01:33controlling simulation accuracy,
01:34so I am going to go ahead and skip them here.
01:36With that new EndFrame number typed in, I think we are ready to go.
01:39Now, very important: creating keys is a pretty permanent thing.
01:43So before we go any further, I'd suggest that you always either save or hold
01:47your file at this point just in case you decide that those keys turned out not
01:51to be what you want after all.
01:53It's a lot easier to simply reopen or fetch a file than it is to have to go
01:57down to the timeline and start uprooting keys.
02:00So next step, we'll go to the Edit pulldown menu at the top-left
02:02corner, choosing Hold.
02:05Okay, to create the keys, we'll go back to the right-hand side.
02:08Just a couple inches down below EndFrame, you'll see a button that says Create Animation.
02:13If you're ready to go, you can then click on that command. The Option box
02:18that opens, basically asking us one last time if indeed we want keyframes to be created,
02:23in there you can simply click OK.
02:26Now after a moment of creating those keys-- and that delay will all be determined
02:30by the number of keys that Max has to create--
02:32the process will be completed and we can then close that one open box.
02:37Okay, let's now scrub our timeline and see how things look.
02:47So that's pretty nice.
02:48Let's go ahead and play things back.
02:55Now, I want to show you something.
02:56Go ahead and select one of the bricks in the scene and take a look at your timeline.
03:01The way a dynamic simulation works is by creating a key at every frame for
03:06each and every object that moves during the sim.
03:08So one of the drawbacks of a sim-type animation is that it can make for a pretty
03:12large file, all depending on the number of frames that are simulated and how
03:16many objects there are in those frames.
03:19One of the things that you can do to minimize some of that bloat is to use a
03:22helpful option in Reactor that analyzes the keys that have been created and
03:27carefully eliminates any redundant-- in other words, unnecessary--keys, while
03:32still maintaining the integrity and accuracy of your keyframe movement.
03:36It's pretty neat how it works.
03:38To get to it, we'll go back to Utilities section on the right.
03:41In that column under the Utilities tab, you'll find a control called Key Management.
03:46The Reduction Threshold setting in that category determines just how
03:49aggressively Reactor will go about searching for unneeded keys.
03:54Keeping that Reduction number set at 0.5 usually does a pretty good job,
03:58so we'll leave it there.
03:59Right below that, we can now click on Reduce Now.
04:03Take a look at that. The Key Management utility has reduced the number of keys
04:07in our scene by over 17,000.
04:10That's quite a healthy reduction.
04:12Let's go ahead and close the box, and we'll play things back.
04:22So, check that out. The behavior of simulated objects is almost exactly the same
04:27way it was before the reduction.
04:29But if you look at the number of keys down on the Timeline, you'll see that
04:32we've been able to reduce things by, in this case, almost 30%.
04:36Now if your animation doesn't end up looking maybe quite as accurate as it did
04:39before the reduction, you can always retrace your steps and maybe lower your
04:44Reduction Threshold not quite so much.
04:47So there you go with creating keys for your simulation once the preview work is done.
04:52Just be sure to always remember to save or hold your work before getting down
04:55to setting those keys.
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Controlling the accuracy of your simulations
00:00Creating a simulation that looks both believable and realistic is obviously
00:04of primary concern.
00:06In order to assist you in making that happen, Reactor has a series of settings
00:10that you can adjust to fine-tune a simulation's accuracy.
00:13When Reactor calculates a simulation, it works its magic by moving each object in
00:18small steps. The smaller the step, the more accurate the simulation.
00:22If when running a sim, you end up with strange little artifacts or abnormalities
00:26with the way things move in your scene or interact, you can adjust the number of
00:30what are called calculation substeps.
00:33The number of substeps that a calculation uses basically is the number of times
00:38per keyframe that Reactor will look at, or evaluate, the scene in doing whatever
00:42is necessary to create its animation.
00:44The more times Reactor addresses what needs to be calculated, the more likely
00:48the simulation will turn out looking accurate.
00:51The substeps setting is found under the Preview & Animation tab, in the Command
00:55panel's Utility column.
00:56The command is formally called Substeps/Key,
01:00with the number entered representing the number of times Reactor looks back
01:03at the scene at each key interval in order to generate the scene's simulated action.
01:08Reactor defaults the Substeps/Keyframe accuracy value to 10, meaning that the
01:13setting divides each keyframe into 10 calculations,
01:17increasing that substeps value to let's say 25. So, if a simulation doesn't
01:22provide the level of accuracy that you're looking for, the number of
01:26substeps per key should be something you ought to look at adjusting.
01:29Do know though that the setting does affect your calculation times,
01:33so take it up only as high as needed. Most of the times the default setting
01:37of 10 will do the job.
01:38Something else you need to be aware of when using hard body objects in
01:41creating collisions is that if your objects aren't doing a very good job in
01:46reacting together, or to each other, you may need to adjust something called
01:50Collision Tolerance.
01:52What Collision Tolerance does is control how close or how far apart
01:56side-by-side objects need to be in order to detect each other.
02:00If a Collision Tolerance number is set too high, objects may unexpectedly
02:04explode just moments into a simulation.
02:07Let me show you what I mean.
02:09This is a file named Collision Tolerance.
02:12The scene consists of a bunch of bricks along with a flat cylinder
02:16representing a ground plane.
02:18Each of the bricks has been assigned a mass of 10.
02:21Let's go ahead and select all of the objects, and we'll throw them into a
02:24rigid body collection.
02:25I'll window around the entire scene, then Shift+Alt+Right-click to open up the Quad menu.
02:30When the dialog opens, in the upper left-hand quadrant, I'll choose Rigid Body Collection.
02:36Okay, let's go ahead and run a preview.
02:46What happens? It looks kind of neat, but it's not exactly what I'm aiming for.
02:50What we'll need to do is adjust the Collision Tolerance value that we're
02:54using for our simulation.
02:55Right now, it's probably a little bit too high.
02:58In the Utility panel's Reactor commands, we'll open the Havoc 1 World tab.
03:03That's where we're going to find the Collision Tolerance setting. All depending
03:06on the gaps between your objects,
03:09the smaller the Collision Tolerance, the closer your simulated objects can be to
03:14each other without unexpectedly interacting.
03:17Let's set the Collision Tolerance to 2, and we'll run another preview.
03:27Okay, now this is looking much better, but each brick is still a little bit too sensitive.
03:32Let's try a Collision Tolerance value of 1, and we'll preview again.
03:43There you go. Things look a good deal better.
03:47Now, as with using a higher Keyframe/Substeps value, a lower Collision
03:51Tolerance setting does force Reactor to look a little closer things resulting
03:55in a longer calculation,
03:57so make sure to anticipate that possible delay when adjusting the numbers.
04:01Usually though, by the time you get to adjust in the Collision Tolerance value,
04:05you really don't have much choice.
04:06You got to take the Collision Tolerance down far enough to get the results you need.
04:10Now Reactor certainly has a ton of other adjustments that you can tweak in the
04:14hopes of affecting the accuracy of your sim, but I think if you start with the
04:18utility's two primary go to controls to tighten things up--the Keyframe/Substeps
04:23in the Collision Tolerance--
04:24you are going to be well on your way to getting the accuracy in your simulation
04:27that you are aiming to achieve.
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Choosing a physics engine to run your simulations
00:00Reactor gives you the opportunity to choose between two different physics
00:04engines when creating the calculations necessary for a dynamic simulation.
00:08Your choices are found in the Utilities section of the Command panel.
00:11After opening up the Reactor controls, the option is located right at the top
00:15where it reads Choose Solver.
00:17You can choose between Havoc 1 and Havoc 3.
00:21Both simulation engines were developed by a company named--you guessed it--Havoc.
00:26The company Havoc is known worldwide for offering some of the fastest and most
00:30robust simulation technology on the market today.
00:33In fact, the Havoc's physics solution can be found in over 200 current videogame titles.
00:38As for a general overall comment regarding the differences between the two
00:41engines, simply put, the Havoc 1 engine will provide for a little broader range
00:46of functionality, while the Havoc 3 solution will usually give you a faster and
00:50more accurate result.
00:52Within that framework though, know that there are a few limitations as to what
00:56engine you can use when calculating certain types of simulations in 3ds Max.
01:01Either engine is capable of creating a sim that incorporates only rigid bodies.
01:05Remember in choosing though, that the newer Havoc 3 engine will usually give you
01:09a competitive advantage with its precision and quickness.
01:12In situations where your simulations involve either cloth rope or soft body
01:16objects, you don't really have much of a choice as your sim will have to be run
01:21through the Havoc 1 engine.
01:22It's just the just the way that things have been configured.
01:24Other than that, things are pretty similar between the two engines, with the
01:28Havoc 3 engine offering only a single additional setting called simulation that
01:32allows you to determine how Reactor computes the sim;
01:35Discrete, which checks for collisions, only at the beginning and end of each
01:39simulation step--this setting is faster, but less accurate;
01:43and Continuous, which checks for collisions constantly throughout each step.
01:47Leaving things set to Continuous, the default selection, will usually do a better
01:52job at reducing the chances of inaccurately reading and simulating a collision.
01:57So that's about it.
01:58You've now got a couple things to consider when choosing the appropriate
02:01simulation physics engine for your next project.
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2. Project: Breaking Through a Sheet of Glass
Project overview
00:00In this project, we are going to be throwing a rock through a pane of glass,
00:04seeing if we can't get the window to break.
00:06To model the individual pieces for a breaking surface, we will be using a
00:10specialized tool in Max called Pro Cutter, which if used properly should make
00:15the process of creating our multiple shard objects a great deal easier.
00:19With our project designed to simulate hard surfaces, we will also be throwing a
00:23rigid body collection into the mix, using that collector as a means by which to
00:28physically shatter our sheet of glass.
00:30We will also be learning about something called a Fracture Object, which in
00:34explosion-type simulations can be used to create a greater sense of realism as
00:38to the way things break apart.
00:40We will be animating, making a handful of materials, and certainly making a whole
00:44bunch of adjustments along the way to ensure that it all comes together.
00:47When all is said and done, we will have a completed project that will look like this.
00:53Let's head into the next video, and we will get things rolling.
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Modeling the broken glass
00:00With our project starting from scratch, let's go ahead and save our file.
00:04We'll name it Breaking Glass.
00:07Okay, the first thing we are going to do is set out to model the window object
00:11that will make our shattering sheet of glass.
00:14The fact that it's our responsibility to create those separate glass shards
00:18brings up an important issue about creating an exploding type of
00:21dynamic simulation.
00:22Reactor does not break apart geometry.
00:26In other words, it won't take a single object and just magically bust it
00:29into several pieces.
00:31The utility expects us to do that breaking up for it.
00:35So it's going to be our responsibility to supply by building the individual
00:39smaller objects that will appear to be all glued together in order to create the
00:43impression of a single whole object.
00:45To help us with our modeling, I found a reference image that I thought we could use.
00:49It looks like this.
00:51Now what we are going to do is load this picture into our front viewport.
00:54We'll then utilize the image to trace the lines that will end up being used to
00:58cut a single 3D object into several pieces.
01:02Let's see what we can do.
01:03We'll start by taking our front view full screen. Use the Alt+W keyboard
01:06shortcut to make that conversion. Then going into the upper left-hand corner of the viewport,
01:11we'll click on the name Wireframe.
01:13When the menu opens we'll drop down to viewport Background, and from there we'll
01:17choose viewport Background again.
01:20You could've also used the shortcut key Alt+B to open up the next dialog.
01:24In the viewport Background controls, we'll go to the upper left-hand corner.
01:27In the category called Background Source,
01:29we'll click on Files.
01:31We'll then navigate to the image we'll load on our background.
01:33You can find that in the exercise files for this chapter.
01:36When you get to the folder, you'll choose Broken Glass.
01:40Now staying in the dialog, we'll drop to the left-hand corner.
01:43See the category called Aspect Ratio?
01:46Change the option from Match viewport to Match Bitmap.
01:49This will allow us to maintain the height/width ratios of our image
01:52irrespective of the dimensions of our viewport window.
01:55Directly to the right of that, we'll also want to turn on Lock Zoom/Pan.
01:59This will give us the opportunity of being able to easily zoom in and out of our picture.
02:03Once you've made those changes, go ahead and click OK.
02:06We can then simply roll our mouse wheel so we can see the entire image.
02:09Why don't we also hide the grid by typing G?
02:12With the reference image now on our scene, we can draw directly on top of it.
02:16What we are going to do here, and frankly we don't need to be super-accurate, is
02:20create a series of lines that in a general way follow the overall outline of our
02:25background broken glass design.
02:27The lines that we draw will then be extruded in a manner that will allow us
02:31to then use those lines as a cutting object to make our glass shard cuts,
02:35those cuts being done by a special command in Max's modeling arsenal called ProCutter.
02:40Now to start, because it will be important that our lines overlap when drawn,
02:45let's activate our Snap and change what we'll snap to to vertex.
02:48We'll go up to the top into our main toolbar.
02:51Right in the middle of that row of icons, we can activate the Snap command.
02:54Now to change your snapping options, we'll then right-click on that same icon.
02:58In the box, we'll turn off Grid Points and turn on Vertex.
03:02Okay, now it's going to be simply a matter of drawing some lines.
03:05Let's head over the Command panel and active the Shape commands.
03:08From there, we can click on Line.
03:10Now what we are going to do is draw separate lines, each of those lines starting
03:14and ending outside of our background design.
03:17We'll draw our lines in a pattern that will simply represent our broken-up piece of glass.
03:21So with this Snap command activated, I'll go ahead and begin drawing.
03:24I am going to start in the lower left-hand corner.
03:26I'll simply click outside the image and then start drawing closer toward the middle.
03:30When I get to the middle, I'll click again and then simply pull outside the image
03:34clicking one last time.
03:36So this one line will represent a single piece of our broken-up glass.
03:40Now to continue the process, we'll right-click to get out of the Line command,
03:43deselect what we have selected, then go back into the Line option.
03:47Now, this is where the Snap will come in.
03:49We'll now snap to the vertices that we've already placed on that original line,
03:53starting again on the outside and working our way toward the middle.
03:56You can see how the process works.
03:59We'll simply continue creating individual lines in a clockwise direction until
04:03we get back to where we started.
04:04Now again, the only thing you really need to worry about here is that you snap
04:08one vertex to another.
04:10The design you actually draw frankly doesn't make much difference.
04:13Now for that last line, continuing the snap to the vertices, you'll want to
04:16complete the piece.
04:18Okay, now that we've done that, we can turn our Snap off and create the object
04:22that will use those lines as a way to get them cut apart.
04:24We'll make that object using a simple box.
04:28So the Snap goes off and back to the Command panel we go,
04:31this time returning to the Geometry category and clicking on Box.
04:35Now before I start, I am going to change my wireframe color to green.
04:40Okay, now the box I create I am going to want the same size as my
04:43background broken glass image.
04:46So starting in the upper left-hand corner, I'll simply draw diagonally down
04:49to the lower-right.
04:50Now using one view we won't be able to see the height measurement on this,
04:54so just simply click enough times to make sure to complete the box-creating command.
04:57Once you've done that, you can right-click to get out of box and return to four views.
05:03Okay, focusing where we're looking into the top view, we'll take our mouse back
05:07to the Command panel and change the amount of the box to make the appropriate
05:10thickness for our class object.
05:13Again, as you make that change just simply look at the way the results are
05:16going in the top view.
05:17I'll settle in with my Height setting somewhere between 5 and 6.
05:21Because of having to make our glass pane originally look like it's a solid
05:24sheet, we are going to also need to make a second box that we'll use later in
05:28the project to switch, using a visibility track, from a whole sheet of glass to our shard pieces.
05:34So next step, let's go to the Edit pulldown menu, choosing Clone.
05:37In the Options, we'll start by changing it from Instance to Copy.
05:41We'll then give it the name Glass Solid.
05:44Okay, now that whole sheet of glass won't come into play until a little later in the project.
05:47So with it selected, we'll simply right-click, choosing Hide Selection.
05:51We're also, at this point, pretty much done with our reference image,
05:54so we'll activate the front view and we'll hide it.
05:56With that the viewport now active, we'll return to the Wireframe name in the
05:59upper left-hand corner,
06:01going down to viewport Background, then un-checking where it says Show Background.
06:06With that now hidden, let's go and create our cutting object with the lines that we've drawn.
06:10In the front view, staying in the middle of my green box, I'll window-select
06:14all my yellow lines.
06:15Then to make them 3D, in the Modifier List I'll choose Extrude.
06:22Then watching my top view, I'll simply adjust the extrusion amount, so I have a
06:25little bit of thickness.
06:27I'll take that number to somewhere around 40.
06:29Now before we can make our cuts, it's going to be very important that our cutting
06:32lines directly intersect our green box.
06:35So in the top view, I'll activate my Move command, moving things in better position.
06:40Again, remember, your yellow cutting lines must completely intersect your green window box.
06:45Once we've done that, we can activate our perspective view, going back to
06:48full screen, and I'll zoom out a little ways to get myself in better position.
06:53Here's where the ProCutter comes in as our tool to cut our box into several pieces.
06:58We'll start by first deselecting everything, then single-selecting one extruded line.
07:03With that one line selected, we'll head back to the Command panel.
07:07When we get there, we'll go back to the Create column, into the Geometry category.
07:10From there, we'll click on Standard Primitives, heading down to Compound Objects.
07:15Okay, on the right-hand side, the bottom of the column, click on ProCutter.
07:19Now here's how this works. About halfway down, you'll see the ProCutter options.
07:23We'll start by clicking on the top button, Pick Cutter Objects.
07:27Once we've done that, we'll type H on our keyboard.
07:29This will bring up a list of all the objects in our scene that we can add to our
07:33single extruded line that we'll cut with.
07:36What we'll choose from the list are all the objects that start with the name Line.
07:39Irrespective of the number, just select them all.
07:42Once you've done that, you can go to the lower right-hand corner and click on Pick.
07:46Okay, back on the right side, we've got a couple of more options to activate.
07:49Let's go a little further down.
07:51Just below the active button, you'll see a category called Cutter Tool mode.
07:55In there you'll check both options: Auto Extract Mesh and Explode By Elements.
08:00In the next tab down, Cutter Parameters, and in the section called Cutting
08:04Options, you'll also want to turn on Stock Inside Cutter.
08:09Now a little further up at the top, directly below the button that's currently on,
08:12you'll click on the button that reads Pick Stock Objects.
08:16Once you've done that, you can then carefully click anywhere on the green box surface.
08:21Doing so will break the green box into individual smaller pieces.
08:25You'll be able to tell just how well that's happened by the number of colors you
08:28now see on the screen.
08:30You should have a separate color for each glass shard object.
08:34Now, ProCutter can be a little bit touchy at times.
08:37So if you clicked on the window box object and things mysteriously
08:40disappeared, undo what you've done and slightly move your cutting objects just a tad to the side.
08:46Then repeat the process.
08:47Many times if there is a problem, it's simply because Max didn't really like the
08:51way the geometry was lining up.
08:53Most of the time, undoing, moving things around, and trying again will solve the problem.
08:57Now that we've made our cuts, we can go back in and hide our original
09:01yellow cutting lines.
09:02Now before going any further, make sure to get out of that ProCutter command.
09:06You can do that by simply right- clicking on the screen a couple of times.
09:09Okay, once that's done, let's return to four views with Alt+W. In the top view,
09:14we'll then zoom out a ways and select all the yellow cutting surfaces.
09:18Now the important ting in this election is make sure that you don't also select
09:22any of those newly created sharded objects.
09:25Once you've made that selection, you can right-click, choosing Hide Selected.
09:30So check that out. Our original box has now very easily, via the ProCutter, been
09:35cut into many smaller pieces.
09:37To verify how will the cuts have come out, why don't we in the Perspective view
09:40individually select pieces, move them to the side, and then undo.
09:43Now we are also going to want to create a frame for our sheet of glass.
09:48To do that, let's take our front view back full screen.
09:50For this I am going to be using a rectangle.
09:52Before creating though, I am going to go back and turn my Snap on so I can snap
09:56to the extents of my sharded pieces.
09:58Now once I've got that Snap activated, I'll go back to the Command panel, getting
10:02into the Shapes column.
10:03Down to rectangle I go. Then I'll simply draw from the upper left-hand to the
10:07lower right-hand corner of the sharded objects.
10:10Once that's done, we'll immediately turn Snap off.
10:13This time around, I'll simply use the S shortcut.
10:15To give a width to my soon-to-be created frame, I am going to take my rectangle,
10:19first converting it down to an editable spline.
10:22In the Modifier stack, I'll then open up the editable spline entry, heading down
10:26to the Spline level.
10:28Once I activate that, I'll go back in my view and select that rectangle.
10:31What we are going to do here is outline this shape.
10:34The Outline command is going to be found back on the right several inches down.
10:39Once clicking on the Outline button, I'll put my mouse back on my selected spline.
10:45When the cursor changes, I'll simply hold my mouse button down and I'll pull over to the side.
10:48I am going to make the distance between my two lines about a quarter inch.
10:53Once I've got that, I'll return to the top of the stack, clicking on Editable Spline.
10:57Then I'll return to four views.
11:00Now, what I am going to do here is apply the Bevel Modifier to give this some depth.
11:04In the Modifier list, I'll choose Bevel.
11:06In the Bevel settings, we go little further down in the category called Bevel Values.
11:10I'll then adjust my Level 1 Height, looking in the top view for that thickness.
11:15I might even zoom in a ways in the top you view to get a better look.
11:18Now for my Bevel, back on the right-hand side I'll activate Level 2.
11:22Then I'll adjust the Height up while I look in the top view to see the
11:25thickness of that Bevel.
11:26When I am happy with that, I'll drop down to Outline, giving it a negative number.
11:34When you're happy with results, why don't we name this object Frame?
11:40You'll also then want to go back to the top view and better center that frame
11:44on those glass pieces.
11:45Once that's done, why don't we reactivate the Perspective view, taking that full screen.
11:51In the Perspective view, I'll then better position myself in anticipation of
11:54then creating a camera.
11:56Once I've got myself in a relatively good position, I'll then create my camera
12:00using the keyboard shortcut command C. Now after typing that, look in the upper
12:04left-hand corner and verify that automatically the Perspective view has
12:08changed over to Camera.
12:09Why don't we now adjust the resolution setting to fit our widescreen layout?
12:14To do that, I'll move to the upper right-hand corner of the main toolbar,
12:17clicking on Render Setup.
12:19You could also simply type the keyboard shortcut F10.
12:22In the Options, being that I am using a widescreen layout for my recording, I'll
12:26change the Output size from Custom down to HDTV.
12:31For my Width and Height, I'll then simply type 900 in for the Width and press Enter.
12:36That'll give me a good size that when I render I'll fill the majority of my screen.
12:40Okay, back in the viewport, let's also activate our Safe Frame.
12:43We'll do that by going to the upper left- hand corner of our viewport, clicking on Camera.
12:47From the menu that opens up about halfway down, we'll choose Show Safe Frames.
12:52By the way, as you can see, we could have also used the keyboard shortcut
12:55Shift+F. Once we've done that, we can now better position ourselves within the
12:59view using the Camera Navigation controls in the lower-right corner.
13:03To finish up, I'll then type G to hide my grid.
13:06Okay, that'll do it for here. In our next video, we'll start adding the needed
13:10physical properties to our objects.
13:12Let's go ahead and save this out as Breaking Glass01, so we can take it with us.
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Adding the simulation's physical properties
00:00With the majority of objects now modeled for our scene, we can now begin
00:04inputting the physical properties for each scene element that will be necessary
00:07for our dynamic simulation to run properly.
00:10Using a file named Breaking Glass01 that was saved up in the previous video,
00:14let's see what we can do.
00:15Now why don't we start by first renaming the individual pieces of geometry
00:19that'll make up our multiple glass objects?
00:22We can quickly do that using Max's Rename Objects command.
00:25Why don't we use the Select by Name command by typing H to make our selection?
00:30In the list, starting at the top you'll select all the names that begin with the word Line.
00:35Then we'll go to the Tools pulldown, menu, choosing the command Rename Objects.
00:39In the dialog up at the top next to Base Name, let's type in 'Glass Shards'.
00:44Then further down next to where it says Numbered, we'll check the box.
00:48Okay, once doing so, we can then click the big Rename button down at the bottom.
00:52Let's now close that window and type H again.
00:55There we go, all of our Broken Glass objects now being named Glass Shards.
01:00Now with all of those objects still selected, hold down Shift and Alt and right-click.
01:05From the Reactor Quad menu lower right- hand quadrant, choose Open Property Editor.
01:11For the properties for our glass shard objects, let's get each a Mass of 5.
01:15We'll also want to activate the check box just the left of Inactive.
01:19This is done because we don't want these objects to move until they coming into
01:22contact with something else in the simulation.
01:24Okay, with those changes in place, let's now select the frame.
01:28For its mass, let's give it a value of 10.
01:30Wanting this object also not to move until the proper time and the simulation,
01:34we'll also want to activate Inactive here.
01:37Everything else in the Physical Properties can stay the way it is.
01:41Okay, that takes care of the physical properties for the things we've made.
01:44Let's save our file up as Breaking Glass02, and we'll head into our next video
01:48where we'll create and animate the rock object that will use to break our
01:52glass window.
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Animating the breaking object
00:00In this video, we are going to build and animate the rock object that we'll use to
00:04break our glass window pane.
00:06We'll be continuing with the file named Breaking Glass02, which has been carried
00:10forward from the last video.
00:11Our rock object, the geometry we'll use to break the glass, will be made out of a simple sphere.
00:17Let's create that sphere in the front view, so we can both properly size and line
00:21up what we've made with the breaks in our shard glass pieces.
00:24We'll make the conversion of the front view simply using Alt+W. Okay, once
00:29in place, we'll get to the Command panel on the right, clicking on the Sphere command.
00:33Positioning our mouse back on the view where the glass shard pieces intersect or
00:36come together, we'll then draw out our sphere object.
00:39Now why don't we make this somewhere around a Radius of about 100?
00:44Once we've got that in place, we'll name it Rock.
00:50Okay, let's now go ahead and get ourselves back to our four-view orientation.
00:54Once we are there, we'll take our new Rock object positioning to the front side of our glass.
00:59Let's now go in for a closer look.
01:01We'll do that by first taking your camera view to a perspective window by typing
01:04P. We can then use the Zoom Extend Selected command, typing Z. To break up the
01:09shape of our rock a little, let's now add a Noise Modifier.
01:12In the Modifier, list we'll drop down to the Ns, choosing Noise.
01:16For the settings, let's turn Fractal on and then change the Strength to 35 in
01:20all three locations.
01:21To change the shape of what's been created with the Noise algorithm, let's now go
01:25to Seed changing the value to 3.
01:27Once we've done that, we'll right-click on the object, converting it to an editable poly.
01:31That will simply bake the Noise Modifier in, getting it out of our way visually.
01:36Okay, let's now animate the rock crashing through the glass.
01:39We'll take our Perspective view back to Camera by typing C.
01:43Using the Move command, we'll then move the rock so it's outside of the camera
01:46view on the right-hand side.
01:48Now, this is one of the reasons that I activated the Safe Frame in a previous video.
01:52I want to make sure that what I see in the view is what I'll get in my final render.
01:56In fact, just for safety's sake, let's click on that Teapot Render icon.
02:00Okay, once we are in place, we can then activate the Auto Key.
02:03Either click on the button or use the keyboard shortcut, Command+N. Now the speed
02:08at which the rock will crash through the window is in large part determined by
02:11the number of frames in which we move to and the length that we move our ball. Let's do this.
02:15Let's move to frame 35 on our timeline.
02:18I'll then activate the top view, zooming out a ways so I can see the ball in that window.
02:23Now, we are at frame 35 with Auto Key on.
02:26Let's now move the ball to the opposite side of the window frame.
02:29Once I've done that, I'll take my attention back to the Camera view, moving the
02:33rock even further, so it's off the screen, as far as what the camera can see.
02:37When I do that, I'll want to make sure to lock down to a single axis as I move.
02:41When you have it in what you think is the right place, go ahead and render the
02:44Camera view to make sure the rock is indeed out of the window.
02:47Okay, let's go ahead and scrub the Timeline between the first 35 frames and
02:51see how that looks.
02:52Now, we probably ought to add a little roll to the ball to make it look as
02:55if it's been thrown.
02:56That rotational value will want to be set at the same frame in which we ended our move.
03:00That's going to be frame 35.
03:02Now to make sure we locked down on frame 35, let's use our Key mode Toggle.
03:06You'll find that just the left of where you see the frame number, in the lower
03:09right-hand corner of the interface.
03:11Go ahead and turn that on, then click the right-hand side arrow on the Time slider.
03:15This moves you then not one frame at a time, but one key, having you land
03:19directly on frame 35.
03:21Now for our rotation, we probably are going to need to take our Camera view
03:24back to Perspective.
03:25So with that viewport active, let's again type P.
03:28They we'll zoom out of ways by rolling our mouse wheel so we can see our rock.
03:32Once we are there, we'll activate the Rotate command, then rotate the rock as if
03:35rolling forward, restricting ourselves down at the red ring on our gizmo.
03:39Now you don't have to go too far around;
03:40we just want to create some gradual, subtle movement to make things look a
03:43little more realistic.
03:45Once you've done that, again scrub the Timeline to see how that looks.
03:48If you are happy with the results, take your Perspective view back to Camera by
03:51typing C. Okay with that in place, we can now concentrate on the Physical
03:55Properties for our rock during the simulation.
03:58This time around to get to the Property Editor, we'll use Utilities column.
04:02We'll activate that, heading down to the Reactor commands.
04:04Now, make sure before you do that that you turn the Auto Key button off.
04:08In the Properties section, down at the bottom, we'll change the Mass of the rock to 25.
04:12Because of the indentations that we made in our rock with the Noise Modifier,
04:16we'll change the object's Simulation Geometry to Concave Mesh, just to make sure
04:20our surface irregularities are calculated correctly.
04:23Several inches above that, we'll also want to make sure Unyielding has been turned on.
04:28That'll make sure that the other objects in our scene react to making
04:31contact with the rock
04:33but that we can still use the original manual key framing movement on the rock
04:37during the simulation.
04:38Now if you are a little unsure what I meant by this last statement, be sure to
04:41check out the video on the first chapter that deals with assigning physical
04:45properties to an object.
04:46That will do it for the stuff that we need to hand animate.
04:49The rest of our key framing will be automatically generated from the dynamic
04:52simulation that will be running shortly.
04:54First though, we'll need to get everything into the appropriate type of collection.
04:58We'll do that in the next video.
04:59Let's go ahead and save our scene up as Breaking Glass03, so we can take it
05:03with us.
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Creating the Rigid Body Collection
00:00Now that we have our objects built and their Physical Properties in place, we can
00:04focus on adding our scene elements into the appropriate type of collection.
00:08We'll do all that using the file named Breaking Glass03, which is a carryover
00:12from the previous video.
00:14Our goal here, throwing a rock through a glass window, requires all of our scene
00:18objects to remain rigid and non-deforming.
00:21There's no soft pliable surfaces in this one,
00:23so our search for the appropriate type of collection to use for our simulation
00:27ought to be driving us right in the direction of using a rigid body collector.
00:31Let's go ahead and get things set up.
00:32Let's start by selecting only the frame.
00:34Using the Reactor toolbar that's been positioned on the left-hand side of our
00:38interface, we'll go to the top icon, clicking on Rigid Body Collection.
00:42In the Collector commands on the right- hand side, you'll notice that frame has
00:45already been added in.
00:46The reason being is it was selected when that Rigid Body Collection was indeed created.
00:51Now for the rock, let's choose the Pick command.
00:53Over on the right, three quarters of the way down, we'll click on Pick.
00:56Now this requires us to then make a selection from our scene. In the front view,
00:59we'll click on the green rock.
01:01That, too, has now been added to our RB collection.
01:04For those shards, we'll use the Add option.
01:06Go ahead and click on that button.
01:08Now from here, we can pick from a list.
01:10Go to the top, dragging all the way down from the first shard down to the
01:13last. And when you've made that selection in the lower right-hand corner, you
01:17can then click Select.
01:19Glancing to the right, you now notice these have also been added to the collection.
01:22With our scene objects now in place, we're ready to run our simulation.
01:26We'll do that in our next video.
01:27Why don't we go ahead and save our file out as Breaking Glass04 and we can
01:31move on?
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Previewing the simulation
00:00With our Rigid Body Collection now as the official address for all of our scene
00:04objects that will be running through our simulation,
00:07we can now proceed with a preview to see how things are turning out.
00:10We'll do that using the Breaking Glass04 file that we saved up at the end of our last video.
00:16Before we run any previews, let's take a moment and talk about the options that
00:19we have as far as choosing a physics engine for our simulation.
00:23In our first chapter in the video on choosing the correct physics engine we
00:27established the fact that when running a rigid body simulation that either Havok
00:31simulation engine 1 or 3 was up for the task.
00:36After doing little experimentation, I've concluded that for this
00:39particular project the Havok 1 engine is going to give us the most
00:42accurate and most reliable results.
00:45For that reason, even though the manuals will tell you that the newer Havok 3
00:49engine is both faster and usually yields a more accurate simulation when
00:52running rigid bodies,
00:54we're going to be sticking with the older original Havok 1 physics
00:57engine solution here.
00:59Let's do a quick preview and see how things look.
01:02Using the Reactor toolbar we have positioned on the left-hand side of our
01:05screen, we'll drop down to the bottom of our icons, choosing Preview Animation.
01:11Before running this thing through, remember your mouse options.
01:15You can use the left mouse button to orbit.
01:17You can use the middle mouse button to both pan and zoom.
01:23To get things rolling, we'll type P, for Play.
01:30Let's watch that again, by first resetting with R, then P again.
01:43About three-quarters the way down, let's open up the Havok 1 World tab.
01:49Then for our Collision Tolerance, let's lower that to about 2.
01:54You may recall the Collision Tolerance controls how close or how far apart
01:58neighboring objects need to be in order to detect or start feeling each other.
02:02Let's see if that change makes any difference.
02:05This time to run the preview, we'll stay on the right-hand side, opening up the
02:08Preview & Animation tab.
02:11From here, we'll simply click on Preview in Window.
02:15Let's type P again.
02:21Let's try moving our rock a little and see how that changes the outcome.
02:24We'll close the window, then make that positional move in the front view.
02:34Once we've done that, we'll preview again.
02:38Positioned now a little more off to the side, you can see how the rock is having
02:41more of an impact on the frame.
02:52Let's close the Preview Window, taking our rock back to its original position.
02:59Another accuracy tweak we might try of getting of unpredictable results with our
03:02sim is experimenting with increasing the number of Substeps. Let's try that.
03:07Back in the Utilities panel on the right, that setting is a little bit above
03:10the Preview button.
03:11Let's take our Substeps/Key to 15.
03:14This will increase the number of calculations made at each keyframe.
03:19With that number in place, we'll then preview again.
03:30Not much of a change there, with only a slight difference--probably not worth the
03:34added calculation time.
03:36Let's take that Substeps/Key value back to the default number of 10.
03:42Now I don't know if you noticed down on the Havok 1 World section, but we also
03:46have controls for gravity.
03:48These are kind of fun to play with.
03:49Let's take the Z gravity to -100, and we'll then run another sim.
04:01So here you find the following pieces falling not quite so aggressively.
04:05Now, if you are wanting no gravitational influence, we could take that Z value to 0.
04:09Let's try that. Run things through again and you can see the difference there.
04:18The Gravity controls can even be set in a positive direction.
04:22Let's close the Preview window, setting gravity in the Z direction to 300, and once
04:28that number is in place previewing again.
04:34Take a look at that. This time instead of the pieces falling downwards, they are actually spiraling up.
04:38Why don't we take the Z-based gravity back to -300, and we'll try X at a thousand.
04:44This should have the impact of pulling or shattering objects to the side. Let's try that.
04:51So there you go, the spinning pieces now not just falling downward but also
04:55being pushed fairly aggressively to the right.
04:58Running a sim, you notice that you're breaking apart objects need a little extra
05:01glue applied to them in order to hold together just a little bit longer before
05:05they start going in their own directions.
05:07You can apply something called a fracture to those breaking-apart surfaces.
05:12We'll take a look at how that's done in the next video.
05:14Let's go ahead and save our file up as Breaking Glass05, and we'll take it
05:18with us.
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Adding a fracture helper to improve realism
00:00When creating rigid body simulations where objects will come into contact with
00:04other objects and as a result change position, you'll find situations where
00:08maybe a little extra binding agent needs to be added in the mix in order to make
00:12those breaking-apart sequences more realistic.
00:15If that occurs, a special Reactor helper object called a fracture can assist in
00:20holding things together.
00:21Let's see how adding a fracture or to our shards of glass changes the way
00:25that things break apart.
00:26We'll do that using the Breaking Glass05 file, which we brought with us from the last video.
00:31We are going to want our fracture helper to include all of our glass objects,
00:35so let's first make that selection.
00:37We can easily do that using the select by name list by typing H. From the dialog
00:42starting at the top, we'll select all the objects named Glass Shards.
00:48Let's now head to the Reactor toolbar on the left-hand side of our screen.
00:52The Fracture Helper, an icon named fracture, can be found about three quarters
00:56the way down the list.
00:58It's the button that looks like a cube with a zigzag line running through it.
01:01Once you find that command, go ahead and click.
01:05With the fracture now having been added to our broken shard objects, let's head
01:09to the Modify column.
01:12The fracture provides an additional set of controls as to how objects in the
01:16fracture break apart.
01:18The Energy Loss value is probably the most influential fracture setting.
01:23What it controls is the amount of extra kinetic energy that is lost during a
01:27collision due to the breaking apart of the fracture bonds.
01:30Put another way, energy loss kind of dampens a collision with higher Energy Loss
01:35values causing things to hold together that much longer.
01:38So, brittle objects would have a lower Energy Loss, while something like maybe
01:42rupturing concrete would appear more realistic in the way it breaks apart by
01:46using a higher Energy Loss value.
01:49Let's see what changes the fracture might have made to the way our glass breaks apart.
01:53To run a preview, let's this time use our Quad menu.
01:56That's Shift+Alt+Right-click.
02:00Then we can simply press P for Playback.
02:06With the addition of the Fracture Helper being now included in the
02:09calculation, you'll notice the way that things have slowed down dramatically
02:13within that Preview window.
02:15To temporarily change that, we'll adjust our Substeps value.
02:19In the Performance pulldown menu, in that little column, we'll take our Substeps to 4.
02:24Let's now play through again.
02:28You can see how the glass shards appear to be holding on to each other just
02:32a little bit longer.
02:33Let's experiment with a different Energy Loss value and we'll see how that looks.
02:41Back on the right-hand side, let's change the Energy Loss to let's say 0.1.
02:44Once you've done that, let's Preview again.
02:58With the lower setting, you can see that the additional glue laid on by the
03:01fracture doesn't have quite as much impact this go-round.
03:05Let's see what an Energy Loss value of 0.5 would look like.
03:23You can see that with each change in the Energy Loss value we're getting a
03:26little bit of a different result.
03:29How does that compare to not using the Fracture Helper?
03:32Let's do this. After closing the Preview window on back on the right-hand side,
03:35we've got a check mark we can activate called Disable. Let's do that.
03:40You'll find that control way down at the bottom.
03:53I've got to be honest: because of the extremely lightweight of our glass pane, we
03:57really don't need that extra level of fracture binding.
03:59So in this case, why don't we simply leave the fracture being disabled?
04:04Now, if you wanted, as an alternative you can always go in the scene, select it, and
04:07delete it from the sim.
04:09Either way, removed or disabled, it will have no impact on our results.
04:14So that will give you a little background on using Fracture Helpers with a
04:18Rigid Body Simulation.
04:20If things seem to be exploding apart too quick or with what seems to be not
04:23enough resistance, make sure that you consider using a fracture to help
04:27alleviate that problem.
04:29Let's go ahead and save our scene up as Breaking Glass06, and we'll take it with
04:33us into our next video where we'll start adding a few materials to our scene.
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Building the scene's materials
00:00With our simulation now nearing final output, let's see what we can do
00:03about adding a few skins.
00:05I'll be working with the Breaking Glass06 scene file carried forward from
00:09the previous video.
00:10Why don't we start with our rock?
00:13I'll select that, then head into the Material Editor by typing M. With 3ds Max
00:17shipping with a ton of ready-to-go materials right off the shelf, let's
00:21activate the Get Material command on the horizontal icons and head to the Material Library.
00:26With things being listed in alphabetical order, let's drop down to the Stone
00:29Materials and see what we can find.
00:31Why don't we choose the one named Stones_Altaqua?
00:41To get the material from the browser back into the Editor, we'll simply
00:44double-click on the thumbnail icon.
00:47Because we've pre-selected the rock, we can now use the Assign to Selection icon
00:53you'll find on the horizontal row of icons third from the left-hand side.
00:58For the frame for our glass, why don't we see if we can't find a nice-
01:01looking dark rich wood?
01:03For that one I'll choose Wood Bubing.
01:06This pre-made selection is designed to make it look like a wood called the Bubinga.
01:11With a clean sample slot selected, let's go ahead and double-click on that thumbnail.
01:17Once we've done that, we'll type H for the Select by name list, we'll choose
01:20the frame little more than halfway down, and we can then again use the Assign to Selection Command.
01:28As for the pieces of shard glass, the most realistic representations for glass
01:33in Max come from the terrific mental ray materials that ship with the program.
01:37To get to them though, we are going to have to first switch rendering engines,
01:41moving from 3ds Max's default Scan Line Renderer over to the Mental Ray engine.
01:46To do that, we'll first close our browse, then hit F10--
01:51F10 being the command to open up Render Setup dialog.
01:55Now for the changeover, we'll have to drop down to the bottom of our Settings.
02:01On arrival, you'll then open up the Assign Render tab.
02:04Then using the little button on the right-hand side that looks like three dots,
02:07you'll click directly across from Production.
02:10From the Choose Renderer engine, we'll now simply select mental ray Renderer.
02:16That not just converts us over to a higher end way of rendering, but it also
02:20was the trick we needed to use to open up the mental ray materials.
02:24Closing that window, let's go back in the Editor, selecting new sample slide.
02:29Once done, we can drop back to the Get Material button, clicking on it.
02:33In the browser, let's go over to the top and first close the regular Material Library.
02:38Once that's been done, we can drop in the Materials category, specifically the
02:42mental ray materials.
02:44From the selections, let's choose Arch & Design.
02:49The Arch & Design material has a bunch of really cool templates that we can take advantage of.
02:54In the entry that reads Select a template, let's open that up and from there
02:58choose Glass (Thin Geometry).
03:02Once that's been loaded, let's go back in our scene, selecting all of our
03:05glass shard pieces.
03:06We can, again, use the handy H shortcut key to make that happen.
03:13With those selected, we can then apply our material.
03:16Now, for a little more realism in our glass surface, let's also do this.
03:21We'll head a little further down, looking for the Index Of Refraction setting.
03:27When you find that, let's type in 0.9. And to crank up the appearance of the
03:35material's believability even more, let's drop even further down, opening up a
03:39section called Advanced Rendering Options.
03:44In there, you'll find a category called Advanced Transparency Options. Where it
03:49says Glass/Translucency treat objects as, we'll change that over to Solid.
03:53That will make sure that both sides of our surface render, as opposed to simply one.
03:59In the chapter video where we modeled our glass shard objects, you'll remember
04:03that we created a second piece of glass that was meant to remain whole.
04:07That object, too, will need this new glass material.
04:10So back in one of the views, right-click, choosing Unhide by Name.
04:17From the list, let's then choose Glass Solid.
04:21Now that it's in view, let's go ahead and select that surface.
04:27With it selected, we'll turn our attention back to the Materials Editor, applying
04:30that newly created glass surface.
04:32Once you've done that, we'll go back in the viewports, hiding, once again,
04:36that solid glass object.
04:40With the Camera view selected, let's go ahead and render things up.
04:46Rendered up against a solid black background, it's very difficult to see any
04:50detail whatsoever in our glass shard objects. So let's do this.
04:54We are going to change the color of our background to kind of a lighter gray.
04:58To make that change, we'll go to an icon at the top of the Rendered Frame window.
05:02It's called Environment and Effects dialog. Go ahead and click there.
05:05That color of our background is being controlled by the color swatch in the
05:09upper left-hand corner.
05:10Let's go ahead and click on that swatch.
05:14In the color selector, using the ramps on the right, we'll drop down to
05:17Value, typing in 150.
05:20Once that's in place, we'll close the window and render again.
05:27That'll do it for our materials.
05:29Let's save our file up as Breaking Glass07, and we'll move into the next video,
05:33where we'll create the actual keyframes for our simulation.
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Creating the keyframed animation
00:00With the movement of our simulated objects now in place, let's go ahead and
00:04create the actual keys for our sim.
00:06We'll do that using the Breaking Glass07 file that we saved up at the end of our last video.
00:12Before creating our keys, let's check out some of the numbers that we've been
00:15using for our animation over in the Command panel's Utilities column.
00:21Let's do this. Why don't we start by adding a couple of extra frames to the end of our file?
00:25We've been running things using simply the default 100 frames.
00:30In the Previews & Animation section, let's change our in End Frame time to 125.
00:39Once we've done that, we're also going to want to change our total length time
00:42down in our timeline.
00:43Couple of ways we could do this.
00:45We could always simply right-click on any of the playback arrows down on the
00:48lower-right corner, from the dialog about halfway down on the left changing the End Time.
00:54But instead, let's do this. Hold down the Ctrl+Alt and right mouse buttons. Then
01:00position your mouse on the right-hand side of the Timeline.
01:04When you're in that position with the keys down and the right mouse
01:06button depressed, drag your mouse to the left until you see the number
01:10125 on the Timeline.
01:12This is simply a shortcut way of being able to expand your length of time.
01:17Back in the Utilities column, just so we can ratchet up the level of our
01:20precision or accuracy a little bit higher, let's change our Substeps/Key to let's say 13.
01:28During our previews, we were getting pretty darn good results using a value of 10.
01:32Taking things up to 13, we'll just fine-tune things just a little bit more.
01:36I think that gets us ready to go.
01:38Now, like in all circumstances, before creating keys--keys being pretty permanent
01:42in nature--we want to go ahead and hold at this point in time.
01:46We'll go to the Edit pulldown menu, choosing Hold.
01:48You could have also easily used the Ctrl+8 shortcut.
01:52That gets us ready to go. Let's use the Quad menu this time to create our keys.
01:56We'll Shift+Alt+Right-click.
01:57Then in the menu, we'll drop to the lower right-hand quadrant, choosing Create Animation.
02:04When Max's warning comes up saying are you sure this is exactly what you want to
02:08do, creating those keys, we'll simply say OK.
02:12Once the calculations have been made, we can close any open boxes and
02:16play things through.
02:17Now when you do, you are going to want to make sure that Camera view is active
02:20before beginning your play.
02:23When you play things back, just so you know, that little bobbling-around blue box
02:27that you see was that disabled fracture that we took out of play.
02:31You could always, if it's kind of gets in your way, select that fracture and
02:34right-click > hide it.
02:35I'll do that, then play things again.
02:42Now I am kind of interested to see how the glass turned out.
03:02Let's move to a frame where things have kind of broken apart and render our Camera view.
03:06Seeing things for the first time, I think it was a good idea the way we changed
03:16both the Index Of Refraction and the two-sided option on that glass material.
03:21Let's try a different frame.
03:35Why don't we take that Camera view full screen so we can get a closer look?
04:01Okay, that's looking pretty good, but there's one more thing that we are
04:04going to need to do.
04:05Our glass pane doesn't start off as being broken when the animation begins, or
04:10at least it shouldn't.
04:12So as a final step we are going to have to set up a visibility track where we
04:15can unhide that original second box that we created and flip, at the point of
04:20contact, rock to window, one object out for another--actually several objects,
04:24those being the individual shards of broken glass. So let's do this.
04:28We'll save our scene out as Breaking Glass08, and we'll move into the final video
04:33for our project, where we'll set up that all-important visibility track.
04:37Let's go ahead and do that.
04:39I'll see you in the next video.
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Setting up the visibility track for the glass
00:00The only thing left to do is set up the visibility track that will have our
00:04animation seeing the solid sheet of glass in the beginning before the thrown
00:08rock hits, then the individual exploding shards of glass once the rock makes
00:13contact with the glass pane.
00:15We will set that up using the Breaking Glass08 file, saved as we wrapped up
00:20the previous video.
00:22Let's scrub our timeline around the time the glass breaks, and we'll see if we
00:25can tell at what specific frame the rock makes contact with the window.
00:34So, it will be frame 11 where we set up the switch with what's visible and what's not.
00:39Let's go ahead and unhide our solid glass object.
00:42To do that, we will right- click, choosing Unhide by name.
00:45We named it Glass Solid.
00:48Now that we have got it in the field to play, we will go ahead and select
00:51that glass solid object.
00:53Visibility tracks are configured in the Dope Sheet.
00:57With the object selected, we will now right-click, and then from the menu at the
01:00bottom, we will choose Dope Sheet.
01:05So we can more easily work,
01:06I will now expand that viewing area.
01:14Once we are in better position, we will see the object name, Glass Solid, at the
01:18bottom of the list on the left.
01:19On that name, open up the Plus sign to the left-hand side.
01:24Now, click directly on the text that reads Glass Solid.
01:28This is our way of telling Max what we now want to work on.
01:31The visibility tracks are added from the pulldown menu at the top.
01:37You'll choose Tracks > Visibility Track > Add.
01:41Once that's done, you'll see an added entry now directly below Glass Solid.
01:45Click on that name.
01:46It reads Visibility.
01:47What we are now going to want to do is change the type of controller that's
01:51controlling the way the visibility track works.
01:53We are going to be using an on/off controller, which will set up our Visibility
01:57to work kind of like a light switch toggle.
02:00Our visibility will either be on or off.
02:02With that Visibility name selected, we will now go back to the pulldown
02:06menu, this time choosing the Controller category.
02:08When we get inside, we will choose the top entry Assign.
02:13From the dialog list, we will go about three quarters the way down,
02:15double-clicking on On/Off.
02:19That gives us our On/Off controller.
02:21Now, here is the way it works.
02:22You see the blue line.
02:24Any frame on which that blue line lies, that flame will be visible within
02:28the field of action.
02:29Any time we have a frame where the blue line is not on top of it, at that point
02:33that object would be invisible.
02:35The way that you turn the visibility line on and off is by adding keys.
02:38There is a command to help you do that.
02:40Up on the toolbar, it looks like a squiggly line with a Plus sign right above it.
02:44Go and click that button.
02:45Here is what's going to happen.
02:47We want our solid glass object to stay visible until that 11th fame.
02:52So, with Add key on, put your mouse on top of the blue line right around frame 11.
02:57When you are there, go ahead and click.
02:58Now, it doesn't have to be exact, because after the fact we can move things around.
03:02Go to the line and click.
03:04Once you've done that, look down at the bottom of Dope Sheet.
03:08Right around the middle, you'll see the frame at which you have created
03:11that newly created key.
03:12In this case, I am a little bit off being at Frame 14.
03:14I will highlight that 14 number and instead type an 11, then press Enter.
03:19Here is what we have done here.
03:21This solid sheet of glass will remain visible over the first 11 frames of our animation.
03:26After that, you see the blue line being gone;
03:28it will then disappear.
03:29We are now going to want to do the exact opposite for all the glass shards.
03:34For that, let's minimize the Dope Sheet, and we will select those shard objects.
03:39Back in the viewport, the easiest way to go is the select by name command. So, let's type H.
03:44From the list, we will now select all the Glass Shard objects.
03:49Once that's done, we can go ahead and maximize the Dope Sheet that we have
03:52tucked away in the lower left-hand corner.
03:56These green and red squares you see are all the keys that were created when we
04:00generated our simulation.
04:01What we will now need to do, just like we did on the original solid object, is
04:05open each of the Glass Shards.
04:07We can do that by clicking on the Plus sign to the left of each of those names.
04:11I am going to start off at the bottom of the list, working my way up.
04:20Once I've done that, I will reposition myself so I can see all seven shard objects.
04:25Now to add the visibility tracks, we will want to select each name, holding down
04:29the Ctrl key as we make the next selection.
04:34Now, we can add each object's visibility track all at the same time.
04:38We'll hit back to the Tracks pulldown, choosing Visibility > Add.
04:45Here again, we are going to want to change over to the On/Off controller.
04:48So, select one visibility track. Then hold down the Ctrl key, getting the other six.
04:54Back to the pulldown menu, this time using Controller, we will choose Assign.
05:00And in the dialog, we will find then double-click on On/Off. There you go.
05:05In one fell swoop, we have visibility tracks for all seven of our broken window objects.
05:10What we will now do is correctly set the visibility for one of the shard objects,
05:14then copy and pastes that information to each of the others.
05:17Let's look at the one on the top.
05:19Now, with our shards, we are going to do exactly the opposite of what we did
05:23with the solid glass.
05:24This will start off being invisible.
05:26It won't be until the actual contact with the rock is made where these will turn on.
05:30So, to turn the visibility track off to start, using the Add key button, we will
05:34click anywhere before frame 0.
05:38As you can see, once we have clicked, the blue line has disappeared.
05:41We can now go as close as possible to frame 11 and click again.
05:46What that does is reinitiate the blue line;
05:48therefore, anything after that will then be visible.
05:52In my case, I got lucky and I hit it right at frame 11, so there's no reason to
05:55go down to the bottom and make any changes.
05:57What I will now want to do is to activate a command on the toolbar called Select Time.
06:02You'll find it directly below the Options pulldown menu.
06:05Once you click on that, working in the visibility track, you will hold
06:10your left mouse down, dragging all the way from one side to the other of the Dope Sheet.
06:15Go ahead and do so.
06:19This simply tells Max the length of time that we are not wanting to copy from
06:23one object to another.
06:24Once you've done that, a little farther to the right on the toolbar, you
06:27will find Copy Time.
06:30When you locate the icon, go ahead and click.
06:33This will store that information on Max's clipboard.
06:36Now, it's simply a matter of selecting all the other visibility tracks.
06:40We will click on one, then hold down the Ctrl key to make the remainder of our selection.
06:44Don't leave something out, so be extra careful that you go all the way down to
06:53the bottom of that list.
06:55Once you're done with that, directly to the right of Copy Time, you will find Paste Time.
07:01When your mouse is in position, click on that.
07:04In the options that open, leave it set to Paste Absolute and click OK. There you go.
07:10The correct visibility track is now transferred over to all your Shard objects.
07:15Let's close the Dope Sheet and scrub the timeline and see how things look.
07:29So that turned out looking good.
07:30We have got the solid sheet of glass hanging around until frame 11, then right
07:34at the point of contact, it turning off, visibility-wise, with all the glass shard
07:38pieces than being visible.
07:40Why don't we go and render a couple of important frames out and see how things look?
07:48So, in the beginning of our animation at frame 0, we have got the solid sheet of glass.
07:53Let's now move to frame where things should be broken apart.
08:03And here, I've rendered frame 16.
08:05You can see the solid sheet having disappeared while each shard is very much visible.
08:12There you go. That will wrap the project up.
08:16If we now took a few minutes and rendered this baby out, our final movie would
08:19turn out looking like this.
08:21You can find the movie called Breaking Glass in the Exercise files chapter for this folder.
08:26So that's going to do it for creating a dynamic simulation that incorporates a
08:30rigid body collection.
08:31We used a pretty neat trick to break up the glass, had a chance to add a few
08:35materials into the mix, and worked a visibility track into play so we could
08:39hide one thing and unhide a whole bunch of others.
08:42I hope you enjoyed the project.
08:44I'll save the scene out as Breaking Glass Completed, if you'd like to look
08:47it over.
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3. Project: Creating a Soft Body Animated Maze
Project overview
00:00In this project, we are going see if we can't get a few Soft Body objects to run
00:04through an animated maze. Allowing the timeline to play through a few times, we
00:09will be able to see exactly what's happening.
00:11The scene consists of a series of revolving paddles and a slanted wooden ramp
00:16down at floor level.
00:17There's also been a handful of stationary pegs situated at various locations in
00:21the scene to give our Soft Body objects a few more things to interact with.
00:25Here's what going happen.
00:27We are going to be dropping a few objects from overhead down on to the maze.
00:31Those objects, being deformable surfaces, will bend and twist as they make their
00:36way down to ground level.
00:38Once hitting the ramp, taking in their direction of travel in whichever way it goes.
00:42The project will require us to set up physical properties and the appropriate
00:47collections for both rigid- body and Soft Body objects.
00:50We will also have a chance to discuss and play around with the settings on
00:54Reactors Soft Body Modifier, a necessary add on to any deformable surface that
01:00plans on being included in a 3ds Max dynamics simulation.
01:04When we are done with making a few adjustments and creating our final keys, our
01:08project will end up looking like this.
01:15Looks like it ought to be fun.
01:17We will get things going in the next video.
01:19Let's go check it out.
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Setting up the scene's rigid bodies
00:00The scene elements for our Soft Body maze project have been set up and are ready to go.
00:05The file has been named Soft Body Maze and can be found in the appropriate
00:09chapter folder in the exercise files.
00:12In this video, we're going to be concentrating on setting up the Object
00:15Properties and adding the correct collection type for our rigid body objects.
00:19Everything you currently see in view will end up as being part of our simulation,
00:24so each object will have to be assigned a certain set of physical properties.
00:29Let's switch over to working with the left view full screen, and we'll
00:32begin setting things up.
00:34We can make that viewport change using the Alt+W keyboard shortcut.
00:40The yellow wireframe objects are scene's stationary pegs.
00:45Each will look and act the same during the simulation.
00:48Because of that, we can set the Properties up for each all at the same time.
00:53To select them, let's use a handy selection tool in Max that lets you select
00:57things by the wireframe color.
01:00You'll find the command in the Edit pulldown menu in the upper left-hand corner.
01:03You'll choose Edit > Select By > Color.
01:08We can now position the mouse on top of any yellow object and click.
01:14After making your selection, we can access Reactor's Property Editor.
01:18This time around, we'll use the Reactor toolbar positioned on the left-hand
01:21side of our screen.
01:30Because none of the pegs will move during the simulation, we can leave our
01:34object's Mass, or weight setting in other words, at the default 0.
01:38For the Simulation Geometry option, because of the peg's shape, we'll leave that
01:43set to Mesh Convex Hull.
01:46Once verifying those settings, you can go ahead and close the Property Editor.
01:50Let's now go to work on the spinning pink paddles.
01:53To select those, we'll do it one at a time, holding down the Ctrl key once we
01:57make our first selection.
02:04This time, to gain access to the Property Editor, we'll use the handy
02:07Shift+Alt+Right-click keyboard shortcut.
02:10From the Quad menu in the lower right-hand quadrant, we'll choose Open Property Editor.
02:16For the paddles, we'll again leave the Mass setting at 0 and the Simulation
02:20Geometry set to Mesh Convex Hull.
02:23Because each of the paddles in our scene is animated, we're going to want to
02:26make sure to turn on Unyielding.
02:31Now, we can go to work on the dark blue floor.
02:33We can select that in the view with this time activating the Property Editor
02:37over the Utilities column in the Command panel.
02:45For the floor, we'll leave the Mass set to 0 and because of its basic shape, we
02:50can change the Simulation Geometry to Bounding Box.
02:55The last object we'll need to worry about at this point is the light blue ramp.
03:00For this shape, we can leave the Mass set to 0, but we want to change the
03:04Simulation Geometry to Concave Mesh.
03:07Now, that's going to be a very important step, so make sure you use the correct setting.
03:15With the physical property set up, we can now start thinking about a
03:18collection for these guys.
03:20Being that they'll serve as our simulation's non-deforming rigid objects, we can
03:24through them all into a rigid body collection.
03:26We'll select everything in our scene below the bright green ball, and we'll head
03:30to the toolbar on the left.
03:33Way at the top of the toolbar, we'll find our Rigid Body Collection.
03:42When you've located the command, go ahead and click.
03:45The objects have now been placed into an RB collection.
03:48Let's go ahead and move that Rigid Body icon over to the right.
03:50That will do it for our rigid bodies.
03:55Let's save our scene up as Soft Body Maze 01, and we'll move into the next video
03:59where we'll start focusing on our soft body surfaces.
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Adding the soft bodies into the simulation
00:00With the rigid body elements of our scene now in place, we can start
00:04concentrating on the Soft Body objects on our simulation.
00:07We'll be using a file name Soft Body Maze01 that was saved and carried forward
00:11from the previous video.
00:13Our project's deformable objects are both found at the top of our screen.
00:18Let's zoom in a little closer, and we'll talk things over.
00:22In the introductory chapter of our title, we established the fact that deformable
00:26body objects, in order to be included in a Reactor dynamic simulation, work just a
00:31little bit differently than rigid body objects do--
00:34that difference being that, an order for an object to appear soft and pliable,
00:39it must be placed in not just a different type of Reactor collection, but it
00:43will also need a special type of modifier applied to it in order to be put into
00:47that collection--that modifier being called a Soft Body Modifier.
00:52Let's begin by working on the green ball.
00:55Now the Soft Body Modifier can be found and applied from a couple
00:58different places in Max.
00:59With the object selected, one of those locations would be the Animation
01:03pulldown menu at the top,
01:05going down to Reactor, then choosing Apply Modifier, then Soft Body.
01:16We won't choose that direction here.
01:20You can also find the modifier in the Quad menu, using the
01:23Shift+Alt+Right-click shortcut--
01:27again, a direction will choose not to take.
01:30Now if you are more custom to gaining access to the modifier through the Reactor
01:33toolbar, you can head closer to the bottom, looking for an icon that resembles a
01:38basketball with an M on its lower right-hand side.
01:41That's going to be the option we're going to use here.
01:48We'll head down the toolbar, finding the basketball, then clicking with our mouse.
01:52In the Modify column, you'll see not just the entry in the stack, but the
01:57Modifier options down below.
02:00Now in order for the ball to show up in our simulation, we're now going to need
02:04to add the appropriate collection.
02:06In this case, that's going to be a Soft Body Collection.
02:09To create that collection this time, we'll use the Quad menu.
02:13Let's hold down Shift+Alt, then right-click.
02:17Okay, there it is up on the left-hand side. We'll choose Soft Body Collection.
02:26Let's head back to using four views, and we will run a preview to see how
02:29things look so far.
02:31Doing a preview at this point will also give us a chance to make sure that we
02:34haven't somehow left something out of our sim object-wise.
02:38Let's go ahead and activate the preview.
02:39Again, I'll use the Quad menu.
02:46Now, from here, to play things back, we'll simply type P. Because of the number of
02:51calculations that are taking place, we may very well need to lower the number of
02:55substeps per keyframe that we're using for our simulation.
02:58Now you can do that a couple of different ways:
03:00one more temporarily and one a little more permanent.
03:26In the Preview window, let's go up to Performance, and we'll change to 5 substeps.
03:32We'll now reset our preview, typing R, then playing things back with the P command.
03:51Things are still a little bit on the slow side, so let's change that substeps
03:55down a little lower still.
03:56Back under Performance, let's this time try 2 substeps levels.
04:01Resetting and then playing back.
04:03So in the simulation, you see the ball ricocheting off of a few paddles and pegs
04:08then landing finally on the angled ramp.
04:15Let's close the Preview window, and start working on our orange rubber bat.
04:22As another soft deformable surface, we'll again need to add the Soft Body Modifier.
04:27Let's go ahead and do that.
04:32And to make sure it makes it into our simulation, we'll select the Soft Body
04:36Collection and then add the bat in.
04:43Once you've made the assignment, verify the name Rubber Bat over the right-hand column.
04:47Let's now create another preview.
04:53Now we know we're going to have to turn our performance down a little bit, so
04:55let's right away change our substeps value to 2.
05:01Once we've done that, we'll go ahead and play things back.
05:09Okay, now we obviously have a problem here.
05:11Let's stop, close our window, and think things over.
05:15In troubleshooting a soft-body simulation, one of the first things we ought to
05:19consider when getting such a dismally slow preview is just exactly how our two
05:24soft body modifiers are being calculated.
05:27Let's start with taking a look at the ball.
05:32Over in the Modifier column, as we've previously discussed, Soft Body Modifiers
05:36offer two very distinct and very different methods of calculating the way a Soft
05:41Body object deforms.
05:43The first modifier method is known as Mesh-Based,
05:46meaning that the calculation for the object's deformation is derived specifically
05:51from the detail in the underline mesh surface--hence the name Mesh-Based.
05:56Calculating a simulation based on an object's geometry typically works best
06:00when the deforming surface consists of 200 faces or less.
06:04Checking the weight on the ball, we'll see that it indeed falls within that
06:07200-count threshold.
06:09To verify that, we'll right-click on the ball and choose Object Properties.
06:14Up at the top, in the left-hand side, you'll notice the face count being at 180.
06:18Now that rubber foam bat, I'm willing to bet ya, is a different story face count-wise.
06:23Let's check it out.
06:25We'll select the bat, then again right-click, choosing Object Properties.
06:29Yeah, just as I suspected. Look at its face count: 1,120.
06:35So if we are given an opportunity to calculate things differently with a Soft
06:38Body Modifier, we might indeed want to at least consider doing so with an object
06:43that has as many faces as our bat.
06:45Looking directly below the Mesh-Based option, you'll come across the second
06:49method of calculation for the Soft Body Modifier,
06:52that being something called FFD-Based.
06:55Using an FFD-Based configuration means that any object deformation calculations
07:00made will be based on or will come from a freeform-deformation-type modifier
07:05that's been applied to that object.
07:07And that setup usually allows Max a more efficient way of calculating the
07:11deformation for a higher face- count object. So let's do that.
07:15With the bat far exceeding the suggested 200 face limit for
07:18mesh-based calculations,
07:20in the Modify column we'll change the bats calculation to FFD-Based.
07:27Once that option has been changed, we can then drop below the Soft Body Modifier
07:31in the stack and add in an FFD modifier.
07:34When the warning comes up, we can go ahead and say Yes.
07:40In the Modifier List, we'll use the box style of FFD, which will give us a
07:44little more freedom in determining the number of control lines in our deforming lattice cage.
07:49Once we've applied that FFD, because of the shape of our bat, let's change the
07:53lattice layout to 10x3x3.
07:56We can do that in the Dimensions category, clicking on the Set Number of Points,
08:01and from here we'll simply enter our numbers.
08:04We use a Length of 10, and we'll change both the Width and the Height to 3.
08:13Let's now make another preview and see how things turn out.
08:20With each and every vertex on both the bat and the ball being animated, as you
08:23can see, the preview still lags quite a bit.
08:33Now that we've optimized the Soft Body Modifier as best as we can, we can now go
08:37back in and consider lowering, once and for all, the substep calculation value.
08:42Doing so will cost us a little bit of accuracy at this point, but it will allow us to
08:46pick up some speed playback-wise.
08:48In our Preview window, let's see how things would playback using a
08:51substeps value of 3.
08:58So that's a little better improvement on the way that we're able to see
09:01things being played back.
09:02The Soft Body Modifier has a few additional controls that we can now tweak in
09:06order to change the way our ball and bat deform.
09:09We'll take a look at those adjustments in the next video.
09:12Before we do that though, let's save our file up as Soft Body Maze02, so we
09:16can take it with us.
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Working with the Soft Body Modifier settings
00:00When used in conjunction with a Soft Body Collection, the Soft Body Modifier
00:04offers a powerful set of controls that allow you to change the way a soft,
00:08pliable object flexes and bends.
00:11That's exactly what we're going to need to do on our project's bat and ball:
00:15tweak the numbers a bit to get just the look that we're aiming for.
00:18To do all that, we'll be using the Soft Body Maize02 scene file that was saved
00:23at the end of our last video.
00:24Why don't we start by first fiddling around with the Soft Body Modifier settings
00:28that we have controlling our ball.
00:30We'll select the ball in the view, then head over to the Modifier column.
00:33Irrespective of whether you've decided on using a mesh-based or FFD-based method
00:41to calculate your deformations, the Soft Body Modifier offers four primary property
00:46controls in order to change the way your Soft Body object responds to coming
00:50into contact with something else in your scene.
00:52The one right at the top of the Properties tab, the Mass setting, affects an
00:56object's behavior at the time in which it collides with another surface.
01:00For this particular sim, changing that number around quite honestly doesn't do a
01:04heck of a lot to alter our outcome.
01:06So with that in mind, we'll leave this setting at its default value of 1 kilogram.
01:11What will make a difference as to how things look is the Stiffness setting,
01:15which is used to control just how stiff or how rigid an object appears during a sim.
01:19Now you don't need a huge variance in the value in order to noticeably
01:23affect the turnout.
01:24So we'll keep the number low, changing the Stiffness from 0.2 to 0.6.
01:30Before we do our previews, as a way of speeding things up being that right now
01:34we're only looking to adjust the responsiveness of the ball,
01:37let's temporarily remove the rubber bat from our simulation.
01:41We can do that by selecting the Soft Body Collection icon on the scene,
01:44then on the right-hand column choosing Rubber Bat in the list.
01:51Once we've made that selection, we can go ahead and click on the Delete.
01:56Doing this won't delete the wireframe bat from a scene;
01:59it's meant to only remove it from the Soft Body Collection.
02:02Let's check things out with a preview.
02:07Once the Preview window is opened, let's go up to Performance, changing our substeps to 3.
02:14Now we can go ahead and play things back, typing P on the keyboard.
02:23Now, that's awfully bouncy.
02:36Let's take the ball's Stiffness back to around 0.4.
02:41And with the changes made, we can now run another Preview.
02:58Back on the right, Damping determines how long it takes for a pliable surface to
03:02return to its original shape,
03:04lower numbers having the affect to the object taking longer to return to its initial look.
03:10To show you how damping would affect our ball, let's the value to 0 and see what happens.
03:25With the ball maintaining its original shape pretty much from start to finish,
03:28you can see how it really bounces around from one object to the next.
03:43Let's see how a Damping value of 0.4 would look.
03:48Before we run our next preview, let's first change the substep value over in
03:52the Utilities column.
03:54By typing the number in there, we'll permanently lock things down into that lower value.
04:00Once we're in the column, we'll head up to the Preview and Animation section.
04:03Then to the right of Substeps/Key we'll type in 3.
04:09While we're over here, let's go ahead and use the Preview in Window command
04:15directly below that.
04:20So with our Damping control set to 0.4, you can see things look a little more realistic.
04:41Back to the Modifier column settings on the right, Friction will determine
04:44how our ball will either slide or grab onto a surface that it comes into contact with.
04:49Let's take that number down to 0.1 and see how things turn out.
04:58With less Friction and grab, you can see how the ball continues to slide right
05:02off the side of our scene.
05:03Why don't we also try Friction value at the opposite end of the spectrum? Like 1.
05:09And we'll see how that looks as a point of comparison.
05:12Boy, what a difference that made!
05:24Once it's done colliding with the other objects in the scene, it pretty much
05:27stops dead in its tracks.
05:29After all of our fussing around, things will probably look best if we simply keep
05:33our default setting on our Friction at 0.5,
05:35so let's go ahead and take that back.
05:44For the bat, let's see what we can do with that.
05:47Like we did when working with the ball, let's again temporarily remove from the
05:51sim the object that we're not using.
05:53So we'll go back and select the Soft Body icon.
05:56Then back on the right, we'll select ball, then click Delete.
05:59Now to pick the bat up, we'll click on Pick and then directly in the scene, we'll
06:03click on the orange bat.
06:05When you're done with all this, go back on the right-hand side and verify in the
06:08window that it only reads Rubber Bat.
06:10Let's run a preview on this.
06:14So on playing things back, the bat drops pretty quickly.
06:18Let's close our Preview window, select that bat in our scene, and head on over
06:21to the Modifier column.
06:26In the settings, let's start by changing the Stiffness to 0.7, then running a preview.
06:37This obviously creates a problem.
06:39The evaluation with the Substep/Key set at 3 is using too few calculations to
06:44offer a credible preview.
06:46So here's a situation where we'll have to take the substep number back up.
06:51We can do that temporarily by changing the Performance directly inside our window.
06:56When the menu opens, we'll change from 3 down the 6 substeps.
07:00Let's run our preview again.
07:21So isn't that something? That's all it took.
07:25Let's also crank the Friction up a bit.
07:26We'll take the value to 0.75.
07:33Getting back in the Preview window and changing our subsets back to 6, we're run another sim.
07:37Now with the higher Friction number, you can see that our bat is definitely
07:43holding on longer to the surface as it comes into contact with.
07:47But I think the way things turned out, that's going be the look we're aiming for.
07:51So that'll do it for our Soft Body Modifier tweaks.
07:54Let's save things up as Soft Body Maize03, and we'll head into our final project
07:58video, where we'll make a few concluding adjustments and create our keys.
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Making the final adjustments and creating the keyframes
00:00With a majority of our project now in place, we can focus on making a few final
00:04adjustments and creating the all- important keyframes for our simulation.
00:08We'll do all that using the Soft Body Maze 03 file that we've saved at the end
00:12of the previous video.
00:14Now in order to help speed up our most recent previews, we've been isolating
00:18our Soft Body objects one by one as we went about adjusting each object's Soft Body Modifier.
00:23When we last saved our work in progress, our ball had been removed from our Soft
00:28Body Collection so we could concentrate on fine-tuning the animation on our
00:32deforming rubber bat.
00:34With that in mind, let's kick things off here by getting our checkerboard ball
00:38back in our Soft Body Collection.
00:40We'll select the Soft Body icon in the view, then head over into the right-hand column.
00:45From there, we'll drop below the second window and click on Pick.
00:49Now, we can simply move our mouse back inside the view, clicking on the green ball.
00:54Before moving on, let's glance back to the right-hand side and verify that in
00:58the second window we read both rubber bat and ball.
01:01Let's run one more quick preview to make sure that both deforming objects are
01:06indeed being recognized inside our Soft Body Collection.
01:14Because of the performance issues that we saw on our bat, let's go back into the
01:17Performance, changing the Substeps to 6.
01:24We can then type P to play things back.
01:29Because of the added calculations from both deforming objects now being part of
01:33the equation, we won't worry about taking our playback all the way to the end.
01:37As long as we know that both Soft Body objects have made it into the
01:41party, we'll be just fine.
01:45Before we get to creating our actual keys for our simulation, let's head on
01:49back into the Utilities column and make one final adjustment to our Substeps
01:52per Keyframe setting.
01:54Being that we're now done with our previews and wanting as high an accuracy
01:58level as realistically possible while still being conscientious about the
02:02length of time it takes to create our keys,
02:04let's go ahead and take our Substeps number back to its original setting of 10.
02:08I think it will be okay with that.
02:12We should also probably consider taking our Sim's Collision Tolerance down some,
02:16just to make 100% sure that all of our surface contact points at the time of
02:21collision are as close as possible to the actual wireframe geometry.
02:25That setting can be found in the Havok 1 tab directly below.
02:32For the Collision Tolerance, let's take that number down to let's say 1.
02:39Back in the Preview and Animation section, our in-frame time also looks to be a
02:43little shy of our timeline length.
02:45Let's go ahead and match those up, taking the in-frame number to 200.
02:53I think we're ready to go.
02:55Like you should always plan on doing before creating the actual keys for any simulation,
02:59let's hold our file at this point, just in case we're not happy with the results.
03:03That will do it. Back in the right- hand column, let's go ahead and lean on the
03:10Create Animation button.
03:12We can say OK when the Option box opens.
03:16You've got a ton of calculations being made behind the scenes as these keys are being created,
03:20so have a little patience here as things take their course.
03:23Now that that's wrapped up, let's go ahead and tap our playback arrow and see how things look.
03:31So, looking pretty good. Our Soft Body objects are realistically deforming as
03:35they're falling through the maze, and our rigid body collection has stayed
03:39intact with all our rigid body surfaces doing what they were designed to do.
03:43Now, at this point, if we render things out, our project would turn out looking like this.
03:48If you'd like to take a look at the movie for yourself, it's called Soft Body
03:52Maze, and it could be found in the exercise files for this chapter.
03:56So that's going to do it, creating a soft body dynamic simulation for an
03:59animated maze from top to bottom.
04:01I'll go ahead and save our finished project up as Soft Body Maze Completed, if
04:06you'd like to look at over.
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4. Project: Using a Cloth Collection to Affect the Behavior of a Curtain
Project overview
00:00In this project, we're going to be using a Reactor Cloth collection on a set of curtains,
00:06having the curtains open from each side of a sliding door in order to not just
00:10let in some light, but to also give us a little peek at our backyard.
00:14The project, which I think you'll find both fun and challenging, will give us an
00:18opportunity to get little more up close and personal with a handful of important
00:22controls and settings when working with cloth surfaces in 3ds Max.
00:26We'll be using a Reactor Cloth Modifier in order to control both of our curtain surfaces,
00:32experimenting with the various settings in the Modifier in the hopes of making
00:36our curtains flex and fold as realistic as possible.
00:39We'll also be constraining each curtain to a set of rigid body objects, which
00:43will assist us in animating the curtains pulling open--
00:47that technique requiring us not just to make the correct vertex attachments, but
00:51to also animate the position of our rigid body curtain pulls.
00:55When all is said and done, we'll end up with a project that when rendered will
00:59turn out looking like this. What do you say?
01:11I am ready to go. What about you?
01:12We'll get everything started in our next video.
01:15Let's go and check it out.
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Setting up the Reactor cloth elements
00:00Let's get our project started by setting up our cloth simulation.
00:04We're going to be using a file named Cloth Curtains.
00:07All the geometry needed for our scene has been modeled and ready to go, which
00:10will give us an opportunity to concentrate on setting up the actual dynamic simulation.
00:14Now, although a deforming cloth type object would seem a logical candidate for
00:18a soft body simulation, Reactor offers a special collection and modifier type
00:24for cloth-type sims.
00:25Let's start by taking our front view full screen, then zooming in specifically
00:29on our right-hand side curtain.
00:30We'll make the viewport changeover using the Alt+W keyboard shortcut.
00:36Okay, let's talk about geometry real quick.
00:39In simulating cloth, Reactor can use any 2D surface:
00:43polygons, patches, NURBS--
00:45it makes no difference.
00:46What does make a difference is that that geometry needs to be two-dimensional.
00:51So whatever you use, it's got to be flat.
00:53Another thing that's important is the amount and the layout of the lines,
00:57as both influence how well the cloth will fold and stretch. Because of the way
01:02that our curtains are going to fold and be pulled to the side,
01:05in our situation here we'll be able to get away with using a wireframe design
01:09that's very evenly laid out.
01:11By that, I mean that all of our mesh edges run straight acrossed,
01:14both up and down, and left or right.
01:16Most of the time though, when simulating a cloth surface, you'll find that
01:20your mesh will fold and stretch more realistically if your wire design isn't too contiguous,
01:26meaning that having your edges traveling in a bunch of various directions will
01:29actually make for a better-deforming cloth object.
01:32The reason for that is that cloth has a tendency to fold along the pattern of its edges.
01:37So for something like a shirt or bed sheet, evenly spaced and squared-off edges
01:42just don't typically make for as realistic-looking cloth deformation.
01:46Our curtains though, will fold just fine with a more standard wire layout.
01:52Now behind the curtain and in front of the orange curtain rod, you'll see a
01:56series of what look like yellow circles.
01:59They're actually cylinders that are going to serve as the clips that'll end up
02:02pulling each of our curtains to the side.
02:04The clips, which will be identified as rigid body objects in our sim, will need
02:09to somehow be secured to their respective curtain.
02:11We're going to do that using a constraining mechanism on the cloth modifier that
02:15we'll be assigning to each curtain.
02:17Once the individual curtains are assigned to the appropriate clips, we'll then
02:21be able to animate the position of the clips, which will in turn pull the
02:25curtains back to the side,
02:26having them bunch up or gather together as they do.
02:29After the clip attachments have been made, we can then get our curtains into a
02:33collection--that collection being the ticket to being able to run our sim.
02:37So let's set things up.
02:38We'll select the curtain on the right, assigning a Cloth Modifier from
02:41the Reactor toolbar.
02:43The Cloth Modifier, located a little further down in the toolbar, will look like a
02:46t-shirt with a small M to its side.
02:48Now, I'd like to run this through a preview.
02:51That's going to require us though, to put this guy into a collection. What type?
02:55That's right. Cloth surfaces go into Cloth Collections.
02:58With the curtain still selected, back in the toolbar on the left, we'll go to the top.
03:02Once we are there, we'll find the Cloth Collection.
03:04It will be the second one down, the icon looking like a shirt with a C on it.
03:09Once you find that, you can go ahead and click.
03:12Okay, let's run a quick preview here and see what happens.
03:15To get to the Preview window, we'll simply use the
03:17Shift+Alt+Right-click shortcut.
03:21Now, because the curtain is resting a little bit low in the Preview window, I'll
03:25use the left and middle mouse buttons to better position my object.
03:29Now, I'll demo that.
03:35Once I have it in better position, I'll go ahead and press P for playback.
03:41Well, that's not going to cut it.
03:43The curtain, not having anything to hold on to, simply drops like a rock.
03:48This is where the curtain rod clips will come in to play.
03:53Each clip will be assigned to a series of individual vertices on the curtain's surface,
03:58the verts chosen being the ones that are encloses proximity to each clip, and
04:03that'll be what it'll hold each curtain in place:
04:06certain vertices on the curtain being constrained to certain clips hanging
04:10in front of the rod.
04:11Now in order to be able to make our vertex identifications on the curtain, we're
04:15going to need to be in Vertex mode on our Cloth modifier.
04:18Let's go ahead and get there.
04:20We'll select the curtain. Then head over to the right-hand side of the screen.
04:23In the Modifier stack, the top entry, reading Reactor Cloth, has a Plus sign
04:27to its left-hand side.
04:29Go ahead and click on that.
04:31When you do so, you'll see the Vertex subobject level.
04:34You'll then want to select that.
04:36Okay, now we can drop little further down to the Constraints area on the modifier.
04:44The Cloth modifier gives you four different ways to constrain a cloth surface to
04:48something else in your scene.
04:49Being that our curtain clips are going to be seen as rigid body objects in our
04:53simulation, we'll click on the button that says Attach To Rigid Body.
04:58That will open up a box directly below with that new RigidBody entry showing in the list.
05:03Because we're going to be having several of these attachments on each curtain,
05:06let's go ahead and rename our entry.
05:08To do that, you'll simply single-click on it a couple of times until you get
05:11into the naming mode.
05:14Once we're there, let's go ahead and name this RT, then a space, then the number One.
05:22You can then press Enter to lock in the new name.
05:24We'll then want to go back and click on that new name as a way of telling
05:27Reactor that it's the newly created attachment that we are wanting to work on.
05:31When you select it, it'll highlight with the blue background.
05:34Now back in the viewport, we'll want to select at least a couple of
05:37vertices around the specific curtain clip that will bind back to that area on the curtain.
05:42Now, we're working on the curtain clip on the far right side.
05:45In Vertex mode, let's now window-select the six vertices that surround that clip.
05:51After doing so, the vertices should turn red.
05:54Okay, a little higher up in the modifier in a section called Attach To Rigid
05:58Body, click on the None button, then in the scene click on the clip that's
06:02right underneath that vertex selection.
06:04If you've made a good connection, you should now see the name Clip RT 1 under
06:08where it says Rigid Body.
06:10So that's how the attachment is made.
06:12We can now do the same thing for the other two clips on the right-hand curtain.
06:15I'll drop back down to the Constraints category, clicking again on Attach To
06:19Rigid Body. That'll create a second attachment.
06:22Now let's rename this.
06:24We'll call it Right Two.
06:29We'll then go back and select the attachment, then drop back into our scene.
06:34Now for the second middle yellow clip, we'll again select the six vertices that surround it.
06:40For that last row, you can either go to the left like I've done or to the right;
06:44it shouldn't make much difference.
06:47To now identify that second clip, we'll go back up to where it says Attach To
06:51Rigid Body, click on the None button,
06:53then back in the scene, clicking on that second middle yellow clip.
06:56Now once you've done so, go back to the right and verify, under Rigid Body, it
07:00reads Clip Right Two.
07:02Let's now go ahead at our third attachment.
07:08For this one, I'll name it Right Three.
07:14We'll reselect it, then go in for our vertices.
07:16Now for the clip on the left, why don't we grab let's say the eight
07:19vertices that surround it.
07:21We'll start on the upper left-hand corner, pulling down to the second row, then over four.
07:25Very good! Now we'll go back up in the Modifier column, making that identification back to our clip.
07:33We'll click on None, then we'll click on the clip itself.
07:36Now after doing so, again, for verification purposes, we'll go back to the
07:41right-hand side and verify under Rigid Clip it reads, Clip RT 3.
07:46Okay, let's now run another preview and see what happens.
07:49I'll right-click using the Shift+ Alt combo to get to my preview.
07:54As the warning message is telling us, we need to get our curtain clips into our
07:57rigid body collection of their own being that they are going to be a needed
08:00part to our simulation.
08:02So we'll close the message box, hitting H to go to select by name.
08:07From the list, we can then drop halfway down, selecting Clip RT 1, RT 2, and RT 3.
08:13Once we've done that, we'll click OK, down in the bottom-right corner.
08:17Now that will give us our selection. Now, we're going to have to create that
08:20rigid body collection.
08:21In the Reactor toolbar over in the left, there it is, way at the top.
08:25We'll verify the name of the icon, then click.
08:28Okay, let's see what happens this time going through a preview.
08:33Even in the preview goes a little bit slow due to the calculations taking place,
08:37now I am playing things back,
08:39you see the curtain definitely has a little more stretch to it than we probably want.
08:43We'll be able to adjust that, but the good part about the Preview is the cloth
08:47is staying attached to the clips.
08:50Let's now do the same thing for our left-hand curtain.
08:52Adding a modifier, making the attachment assignments and adding it to the Cloth Collection.
08:57We'll close the window, then go back into our scene.
09:00Once I have better situated the left- hand curtain, I'll go ahead and make the
09:02selection and add the Cloth Modifier.
09:05This time around, I'll use my Quad menu with the
09:07Shift+Alt+Right-click selection.
09:10Okay, back to the Modifier column.
09:12Let's get into Vertex mode.
09:13Working in the Constraints category down below, we can now click on Attach To Rigid Body.
09:21Okay, same thing here.
09:23We'll rename the attachment Left One.
09:29We'll then, working again in Vertex mode,
09:31select the six vertices that surround that right-hand clip.
09:34Let's go to a little closer in, so we can better make our selection.
09:39Once we've got those vertices and our crosshairs, we can then go back and make
09:43the attachment back to that right-hand-side clip.
09:45Let's do the same thing for the middle clip.
09:50Down to Attach To Rigid Body.
09:52This one we'll name Left Two.
09:59We'll then reselect the attachment entry, going back to make a Vertex selection.
10:04Again, why don't we select the six verts that surround the middle clip?
10:08We can then go back up on the right and identify the middle clip as what we
10:11want these vertices to attach to.
10:16Again, before going on, make sure to return to a right-hand side, verifying that
10:20the Rigid Body reads, in this case, Clip Left 2.
10:24Very important, you don't want to be dropping that vertex selection somewhere along the road.
10:27Let's now slide over and work on the clip on the left.
10:30Once in position, we'll return to Attach To Rigid Body, naming our
10:35third attachment Left 3.
10:42We'll then go identify in this case the eight vertices that'll be attached to
10:45the selection. And as a final step, we'll then identify the clip on the left.
10:50Okay, once we've finished up with our attachments, we'll get out of Vertex mode,
10:54then head back to our scene to select the Cloth Collection.
11:01With the Collection selected, back on the right using the Pick button, we'll now
11:04click on that left-handed side curtain.
11:09Before running another preview, we're going to want take these three clips,
11:12getting those also into our Rigid Body Collection.
11:15Using H, I'll select the RBCollection, then over on the right click on the Add button.
11:22From the list, we'll simple go about halfway down, identifying the three clips.
11:26Okay, let's run another preview and see how things turn out.
11:37On play, you'll see the things are turning out looking pretty good.
11:40Now, with that second curtain coming into action, we're getting a little bit now
11:44even slower version of our playback. So let's do this.
11:49As a setup, because we really don't even want to work on one curtain at time,
11:52let's go back to our Rigid Body Collection, this time deleting--at least
11:55temporarily--the right-hand curtain.
11:57I'll need to go back and then select the Cloth Collection, then on the right
12:05click on the name Curtain Right.
12:08Once I've got that highlighted, I'll go down below on the right-hand
12:11side clicking on Delete.
12:13Okay, that'll, at least for the time being, take that right-handed side curtain
12:16out of the simulation.
12:17So I am liking the way things are turning out. Both curtains now seem to be
12:21holding together fairly well.
12:23Now, the next thing to do is going to be to animate the clips pulling back the curtains.
12:27We'll do that keyframing in our next video.
12:29Let's save our scene up as Cloth Curtains01, so we can take the file with us.
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Animating the rigid body curtain clips
00:00Now that we have our two curtains safely tucked away in a Cloth Collection,
00:04let's animate the six rigid body clips that are controlling the position of those curtains.
00:08Using a file named Cloth Curtains01 that we brought with us from the previous
00:12video, let's see what we can do.
00:14Why don't we start with the clips for the curtain on the left?
00:17Let's temporarily hide the curtain itself, so we don't have to worry
00:19about working around it.
00:21We'll select the curtain, then right-click, choosing Hide Selection.
00:25Now, we can zoom in closer to the curtain clips up at the top.
00:30The idea here will be to have the clip on the right and the clip on the middle
00:33move closer to the clip on the far left over a period of time--
00:36that time frame being let's say 3 seconds.
00:39With the clips controlling the position and look of the curtain, animating
00:43those attachments will serve to push the curtain more into a closed, or
00:46gathered-up, position.
00:48Let's go ahead and activate our Auto Key and it we'll start with the clip in the middle.
00:51I'll use the keyframe shortcut N for that keyframe activation.
00:56Using a 1-second delay before the curtain begins to close and having each
01:00curtain take three seconds to get to its bunched up position, we'll set our start
01:04stop here keys at frame 150.
01:06Down on the timeline, let's go ahead and move to that 150 frame.
01:10Activating the Move command will now move that middle clip to about one inch away
01:14from the clip in the left.
01:19Down on the timeline because of using Auto Key, you'll see our first key has
01:23been set at frame 0. We're going to want to select that key, moving it back to frame 30.
01:28That'll give us that one-second delay before the action starts.
01:31Once we've done that, we'll go ahead and start working on the clip on the far right.
01:35After making our selection, we'll move that clip to about one inch away from the middle clip.
01:39Again, make sure that you're working at frame 150 when you make
01:42that transformation.
01:43Now, the spacing of your three clips doesn't have to be perfect.
01:47Once you've done that, back down on the timeline we'll take that keyframe at 0
01:51moving it to frame 30.
01:53To see how things look, we can now scrub the timeline. Looking good!
01:59Now, because we want our clips to move and animate during the sim, we're also
02:03going to want to go back in the each clip's Property Editor and make sure to turn
02:07on the Unyielding option.
02:08We could actually do that for all three clips at the same time.
02:12So we'll type H to get to our Select by Name list and from there, select
02:15the three left clips.
02:20Once doing that, we can then open up the Property Editor, making sure that
02:23Unyielding has been checked.
02:28We can then close that dialog.
02:31Let's now unhide the curtain and see how our preview looks.
02:34The direction I'll go to do that will simply be to right-click.
02:37In the Quad menu at the top, I'll choose Unhide by Name.
02:40Then I'll unhide that left-side curtain.
02:45Back to the preview with the Shift+Alt+Right-Click option.
02:49When the window opens, I'll reposition my curtain, then press P. Now, that looks great.
03:00Just as planned, the left-hand curtain bunches up.
03:03Now we're going to want to do the same thing with the right-hand curtain,
03:06animating its clips, then activating Unyielding on each clip.
03:10I'll close the Preview window, then head closer to the right-hand curtain in the view.
03:16Just as we did with the left-hand curtain, I'll then select the curtain, get out
03:19of Vertex mode if necessary,
03:20then hide it using the right-click > Hide Selection.
03:24Once that's taken care of, I'll zoom in closer those to right-hand-side clips.
03:28Because of the position of the Rigid Body Collection icon, let's go ahead and
03:31select that and move it a little out of the way.
03:33Before you do that, make sure to turn off your Auto Key button down below.
03:39Once done, we can then go back in activating Auto Key.
03:42Down on our timeline, let's return to frame 150.
03:47We can then select the clip in the middle, moving it to the right about one inch
03:50away from the far right clip.
03:54Let's then take its keyframe at 0, moving it to frame 30.
03:58We can repeat the process for the far-left clip.
04:06Just to verify the results, let's again scrub the timeline.
04:14Once done with that, we can focus our attention to turning on the Unyielding
04:17option for each of the three clips.
04:19We'll type H for Select by Name.
04:21We'll select the right clips: 1, 2, and 3.
04:26We can then open up the Property Editor and verify that Unyielding is indeed checked.
04:32Once we've got that out of the way, let's go ahead and unhide our curtain,
04:35verify that it is indeed in our Cloth Collection, then run another preview.
04:45Now, for adding the curtain back the Cloth Collection, you'll select the
04:48Collection icon, then on the right-click Pick, and then select the
04:52right-hand side curtain.
04:54Once doing so, verify on the right-hand window it reads Curtain left and Curtain right.
04:59For this one, let's ahead and return to four views.
05:01We'll use the Alt+W shortcut, and then we'll reactivate our Preview window.
05:05Why don't we zoom in by rolling our wheel just a tad. Then we can press P. So, there you go.
05:24The curtain is being driven by the animated curtain clips traveling in their
05:28opposite directions, bunching up on each side of the glass sliding door.
05:32Now in out next video we're going to take a look at some of the settings in
05:35the Cloth Modifier that can help us in controlling the look and behavior of
05:39our curtains.
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Making adjustments to the curtain cloth modifiers
00:00The Cloth modifier gives you a handful of helpful settings that allow you to
00:04control the behavior of a cloth surface--whether that be a blanket draped
00:08over the back of a couch or a living room curtain like we are working with in our project here.
00:13Using the Cloth CurtainsO2 file that we saved at the end of our previous video,
00:17let's see what we can do about the way our curtains stretch and fold as they
00:21gather up to the sides of our glass sliding door.
00:23To begin, let's temporarily turn off the map that we have assigned to both curtains.
00:28That will eliminate the scintillation that we have been getting in our previews, in
00:32addition to allowing us to better review and evaluate our curtain geometry.
00:37When opening up the Material Editor, you'll find the curtain material on the top row, far left.
00:42We can simply drop down do its map section, turning off the check mark to the
00:45left of the Diffuse Color slot.
00:47Why don't we now focus our attention on the right-hand-side curtain?
00:51We will select that, then head over to the Modify column in the Command panel.
00:55Okay, on the Cloth Modifier, let's right away turn on a setting
00:59a little further down called Avoid Self-Intersections.
01:03This will make sure that when the curtain geometry starts bunching together that
01:06nothing crosses over unrealistically.
01:08Once you have made that change, go ahead back up to the top of settings.
01:13To take some of the stretchiness out of the curtain, in the Force model section,
01:17we can experiment with the Stiffness value--
01:19a higher number making the cloth surface stiffen up.
01:23Let's see what a number like 0.5 would do.
01:28Now currently, we are running both of our curtains through our simulation.
01:31In the view, let's select the cloth collection and remove the left-hand curtain
01:35from the simulation.
01:39Now, we can go ahead and run our preview.
01:52So, that tightens things up a little.
01:57Reselecting the curtain, then back to the controls on the right, the Damping
02:00setting can also help with the stretch.
02:04Officially, Max's reference manual will tell you that Damping controls how
02:08fast or slow the so-called energy that makes a soft surface change dissipates, or fades away.
02:13More simply put, a higher Damping value will force our curtain surface back to
02:18its original shape quicker.
02:20Let's see what changing that number to 0.5 would do.
02:23After typing things in, we will run another preview. On review,
02:39that seems to have helped a bit.
02:40Now, we probably need to make our curtain just a little bit stiffer, so let's
02:43take that stiffness to let's say 0.8.
02:48And we will run our simulation through another preview.
03:05So, that's a little better still.
03:09Now, there are a couple of other settings that you might want to experiment with.
03:12Air Resistance is another setting that deals with the way an object loses
03:15energy as it moves.
03:17A higher number would allow the curtain movement to die down a little better
03:20once it's been pulled open.
03:22Let's plug in a value of 0.8 there.
03:24Friction deals with how smoothly a cloth would move once it came into contact
03:29with something else, while relative density pertains more to the buoyancy of a cloth when floating.
03:34Neither of those really have much impact here.
03:36So, I am going to be happy with the way things currently look on the
03:39right-hand-side curtain.
03:40Now, we can plug those same values into the curtain on the left.
03:43We will set the Air Resistance to 0.8, the Stiffness value will also go to 0.8,
03:50and the Damping will be set at 0.5.
03:52Now, make sure you also turn on the Avoid Self-Intersections check mark a
03:56little further down.
03:58That should get us rolling.
03:59Now, there is one last thing we ought to do, and that's to see if we can get our
04:03curtains to start our animation in a more relaxed-type state.
04:07Right now, when the action in our scene starts, both curtains appears stiff as a board.
04:12To loosen that look up a little, Max offers an option in its preview
04:15window called Update Max.
04:18What the option does is it takes the position and look of an object during
04:22a simulation and transfers, or updates, that condition or state back into
04:27the actual Max scene prior to creating any keys, and that's what we need to do here.
04:32Now before we do that though, let's make sure that both of our curtains are
04:35being included inside our sim.
04:37We'll go back and select the cloth collection in the scene, then on the right,
04:41add backend or left-hand curtain.
04:45Okay, let's now go ahead and open up that Preview window.
04:50What we are going to do here is start the preview, then stop it right at the
04:54point where we have our curtains in a little bit more of a relaxed position.
04:58That should happen just moments into our sim.
05:01Let's see what we can do.
05:01We will type P, then stop the play once our curtain has made its initial drop down.
05:09Once we've done that, up at the top of our preview window, we will go to the Max pulldown.
05:14In there, we will then choose Update Max.
05:17Now the actual update back to our scene won't happen until we close the Preview window,
05:22so let's go ahead and do that.
05:23Taking your Camera view back to being full screen, we can now see that both
05:33pieces of our curtain geometry have a not-quite-so-iron-flat look.
05:37The curtain deformations stored in the update Max command now reflect back on
05:41our scene. Pretty cool how that works.
05:43Why don't we now reactivate the map that we have on our current material, and we
05:47will render things up to see how things look.
05:56The more relaxed look for our curtains, even though subtle, definitely looks better.
06:01That will pretty much do it in preparation for creating our permanent keys.
Collapse this transcript
Creating keyframes in preparation for rendering
00:00Now that we have our curtains adjusted and ready to go, we can make a few
00:04final adjustments, then create the keyframes that we need in order to wrap up the project.
00:08Now, there are a couple of other rigid objects that we probably ought to add to our sim:
00:12I am thinking of the back wall and the curtain rod, just in case our curtains
00:16come into contact with either at some point during our animation.
00:19To do that, we will first have to select our Rigid Body Collection.
00:22Then, in the modify column on the right, we will click on the Add button,
00:26bringing in the wall.
00:30Now the curtain rod was originally frozen in the scene, so we didn't have to
00:33worry about selecting it when we were working on the curtain clips.
00:36To get to that one, we will first have to right-click, choosing Unfreeze All.
00:39Then we can go back to the right-hand side, clicking on Add, bringing in the curtain rod.
00:45Okay, in the Utilities column in the Command panel, we can now adjust the End
00:50time frame to match that of our scene's timeline.
00:53That would take the EndFrame to 250.
00:56Let's go ahead and type that in.
00:57With that, I think we are ready.
01:01Let's go ahead and hold our scene, and we can create our keys.
01:04Now, have a little patience here;
01:12we have got a ton of calculations happening now behind the scenes.
01:16Think about it: each and every vertex on both curtains are having keyframes
01:20generated at every frame during our animation.
01:23That's making, even on today's highest- end computers, for quite a calculation.
01:27Okay, now that we have got that done,
01:29we will close the open window and play things back.
01:37So that turned out looking pretty good.
01:38Taking a few minutes to render things out, our results would end up looking like this.
01:43You can find this AVI file named Cloth Curtains in the Exercise Files folder for this chapter.
01:49So there you go with a little cloth simulation.
01:51I will go ahead and save our completed project out as Cloth Curtains Completed,
01:56if you would like to go back in and take a look at how things were done. Nice job!
01:59Hopefully you were able to learn a few new things.
Collapse this transcript
5. Project: Simulating Rippling Water
Adding the physical properties and collection
00:00Our rippling water project will have us using a file named Rippling Water.
00:04With the majority of the elements that we'll be needing for a scene having
00:07already been built, we'll be able to concentrate our efforts on creating
00:11our Reactor simulation.
00:12Let's start with the red-and-yellow checkerboard ball situated above the ramp.
00:16After selecting the ball, we can go in to add its physical properties.
00:20I'll make that selection, then go over to the toolbar on the left, activating
00:24the Property Editor.
00:25For the values, let's give the ball a Mass of 65, then we'll take the Friction
00:29amount to let's say 0.2. Because of its shape, we will also change its
00:34Simulation Geometry type to Bounding Sphere.
00:37Now for the rail, which was created by lofting an outline U shape along the
00:41helix, the only thing we really need to worry about is its property editor
00:45geometry type for simulation. Because of its negative space, in other words,
00:50the area inside the rail, we're going to want to change its Simulation Geometry
00:54type to Concave Mesh.
00:56In fact, before we do that, let's leave the Simulation type as it is, and we'll
01:00go ahead and add both objects--the ball and the rail--to a Rigid Body Collection.
01:05That will give us a chance to see when running a preview just exactly why the
01:09Concave Mesh method of calculation on the ramp is necessary.
01:13We'll select the ball and ramp. Then in the toolbar on the left,
01:16we will add a Rigid Body Collection.
01:18Okay, let's run a preview and see how things work.
01:21To activate the preview, I'll simply use the Shift+Alt+Right-click shortcut.
01:25Then once the window is open, I can type P for play.
01:31Well, as you can see, we've got the ball falling right through the ramp that it
01:34is supposed to ride down.
01:36Let's close the Preview window and see what changing the simulation type on the
01:39ramp to Concave Mesh will do to correct that.
01:42We'll select the rail, then activate the Property Editor, again using the
01:46Shift+Alt+Right-click shortcut.
01:47Now on the Simulation Geometry, we'll change it from Mesh Convex Hull down to Concave Mesh.
01:54Okay, let's run another preview.
01:59Well, the ball now at least sees the ramp, but with the way it's riding above
02:03the ramp groove, it leads me to believe that our simulation's collision tolerance
02:07is probably a little too high.
02:09Let's again close the Preview window, and we'll head into the Utilities panel and
02:13take that down a bit.
02:13Why don't we set the Collision Tolerance value to one?
02:20Okay, let's now run another preview and see how that looks.
02:32Now, because of where our ball is ending up, let's also add the pool frame
02:36into our collection.
02:37Over on the right-hand side of the view, you'll see the Rigid Body icon. Let's select that,
02:42move to the Modify column. Then down below the Property window, we'll click the
02:46Pick button on the left and then select the pool frame in our scene.
02:50Now once you do that, go back to the right-hand side, verifying the name pool frame.
02:55Okay, now that we've got that stuff taken care of, let's get to creating our Reactor water.
02:59We'll do that in the next video.
03:01Let's go ahead and save our file up as Rippled Water01, so we can take it
03:05with us.
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Creating the water helper
00:00In this video, we're going to create the Water Helper that's needed in order to
00:04generate our project's rippling effect.
00:06We'll do that using the Rippling Water01 scene file that we saved up at the
00:10end of our last video.
00:11To create our water object, let's first return our orientation to four views.
00:15Then we'll activate the top view, taking it full screen.
00:19Because our water object will fit directly inside our pool frame, let's select
00:23that frame, then right-click, activating the Isolate tool.
00:27Now the pool frame is going to be those two light blue squares you see just on the left.
00:31To lock the extents of our Water Helper to the exact measurements of the
00:34inside frame of our pool, before we make that Water Helper, let's first
00:38activate our Snap command up in the toolbar, making sure the Snapping option
00:42has been set to Vertex.
00:44Now you can activate the settings once you get on top of the button by
00:47simply right-clicking.
00:49We'll change from Grid Points to Vertex.
00:51Okay, we can find our Water Object over in the Reactor toolbar on the left.
00:55Its icon is going to look like three wavy horizontal lines.
00:59Once we find that button, we can click, then draw the Water Helper inside the pool frame.
01:04Once we have that in place, we can go ahead and turn off our Snap.
01:07For that, I'll simply use the keyboard shortcut, S.
01:10Now we should probably add a few extra segments to our water object to
01:13improve the way it deforms.
01:15Over in the Modify column, let's change its Segment Values to 60 and 60.
01:19By segments, I mean subdivisions.
01:22Once we've done that, we can turn off our Isolate tool, taking our
01:25viewports back to four.
01:27If we now activate the front view, taking it full screen, you'll notice the water
01:30object is resting directly on top of the pool frame.
01:33We're going to want to move that down just a tad.
01:35Right-clicking to activate the Move command, I'll pull the water object down
01:40probably a 16th to an 8th of an inch.
01:42Once doing that, I can return to four views.
01:45Now the Water Helper doesn't have to be added to a collection in order for it to
01:48affect the simulation.
01:50So let's go ahead and run our preview.
01:51Why don't we close the Preview window and get a little closer in, so we can see
02:03exactly what's going on?
02:05I'm going to activate my Camera view, then change it to a perspective
02:11orientation by typing P. Once I've done that, I can use the navigation controls
02:15in my lower right-hand corner to zoom in.
02:19My scroll wheel can also help me with that task. Okay.
02:22Let's go ahead and run another preview.
02:24Again, I'll simply use the Shift+Alt+Right-click shortcut.
02:27Now, let's watch that again.
02:29I'll hit R for Reset, then play again.
02:37Now, from closer up, we can see how the ball is just passing right over the top of our pool.
02:42It's the same thing we pretty much saw with the ball on the ramp--the ball
02:45riding on top of the ramp and not in it, until the correct adjustment was made.
02:50The solution here is going to be to set the Pools Frame Simulation Geometry
02:53Type to Concave Mesh.
02:55Let's go ahead and do that.
02:56I'll close my Preview Window, selecting the pool frame.
02:59With its Property Editor open, I'll change the Simulation Geometry to Concave Mesh.
03:05Okay, let's see what that's done now to improve our preview. Okay.
03:14That will do it for setting up our water.
03:16In the next video, we'll start making a few adjustments.
Collapse this transcript
Adjusting the water parameters and creating the keys
00:00With our Water Helper now in our scene, we can turn our attention to making a
00:04few adjustments to add to the realism of our effect.
00:06We'll do that using the Rippling Water02 file that we saved up at the end of our last video.
00:11Let's select our Water Helper and head over to the settings in the Modify column.
00:15Okay, let's start with the water's density setting. The name of the control
00:19pretty much spells it out.
00:21Density sets the relative density of the liquid.
00:24In a nutshell, the number you plug in determines whether an object will sink
00:28into the water, or if it floats, just how low in the water it will go.
00:31Let's experiment with a few different values and we'll see how things turn out.
00:35Let's begin by taking our Density to 25, and once we've done that, we'll go
00:39ahead and run a preview.
00:43Now at 25 you can see just how dense the water object is.
00:47Being curious, let's see how things would look if we crank that up to 50.
00:50Then we can run another preview.
00:52This time the ball bounces as if it is hitting a trampoline.
00:56Let's take things to the opposite end of the spectrum and take in your density to 0.5.
00:59So you can see settings things at the other end of our values makes quite a bit of difference.
01:04Let's finalize the setting using a value of 8.
01:09Another important setting is Viscosity, which measures how difficult or easy it
01:13is for an object to move through the water, higher values dampening an object's
01:17ability to move forward.
01:19So for an example, an object traveling through motor oil would certainly feel
01:23more resistance than if that same object traveled through let's say milk.
01:26The reason being is oil has a higher viscosity level than milk.
01:31So with Reactor, the less you are wanting an object to easily move forward, the
01:36higher you are going to want to set its Viscosity value.
01:39Let's see how this setting affects the ball on our scene.
01:41We'll activate the Viscosity value, typing in 50. Then we want to preview. Wow!
01:46That pretty much stops the ball dead in its track.
01:53Let's take the Viscosity down to let say 25.
01:58Okay, this seems much better, but the water still feels just a little bit too thick.
02:03And I'm curious here, what does the viscosity value of zero do to our preview? Let's try that.
02:08Well, now we're getting basically no grab at all, so why don't we settle in with
02:14a Viscosity value of let's say 1.5?
02:19Okay, now I think we're getting somewhere as far as creating a
02:21believable-looking effect.
02:24Now a few other controls that you might want to experiment with. Wave Speed
02:27sets the speed at which a waves crest, or peak, would spread across the
02:31surface of your water,
02:32while minimum and maximum Ripple limits or restricts the size of the waves that
02:36are being generated in the water.
02:38Neither of these controls are going to have a major impact on the way that our
02:41water is going to move here.
02:42So I will leave it up to you to play around with those two settings in your own projects.
02:47Now one thing to know about a Water Helper: Max thinks of that object as a
02:51space warp. And if you know much about 3ds Max, you're very well aware that
02:55space warps don't render.
02:57We can quickly see that by simply rendering our scene.
03:00Let's hit the teapot render icon on the right-hand side of our main toolbar.
03:06So there's proof positive: we got our pool frame but no visible water.
03:10So we are going to need to create an actual piece of geometry in order to
03:13simulate our water effect. That geometry needs to be flat, so we will be using a plane.
03:18Now if we activate our Snap command, making sure Snapping option is still set
03:22to Vertex, we can actually create our plane object in our current view if we're careful.
03:27Let's see what we can do.
03:28We'll turn on the Snap control, then right-click to make sure that Vertex is
03:32what's been selected.
03:33Back on the Command panel Create column, we'll then activate the Plane command.
03:37Now, here's where we got to be careful, but let's now draw our plane directly on
03:41top of the inside extents of our pool frame,
03:43basically making at the same size as our already-in-place, water space warp.
03:47To improve the ability of our plane to now deform, let's crank up its
03:51segments to 75 and 75. And once we've done that, we're going to want to turn off out Snap.
03:56Okay, let's now move the level of our plane down to just above our water helper.
04:01Make sure, if necessary, to beforehand changing your screen coordinates over to view.
04:05Let's also rename our plane object using the name Water.
04:09Now in order for a newly created plane to be affected or influenced by our water
04:13helper, we're going to need to bind the two together using the good old Bind
04:17to Space Warp command.
04:18We'll select the Water, then click on the Bind to Space Warp option up on the
04:21left-hand side of our toolbar.
04:23To make the binding process a little easier, let's just type H. And from the
04:27list, we can now choose the name Water001.
04:30That's going to be a Water Helper.
04:32Once you're done that, you can go to the lower right-hand corner and click on Bind.
04:36Now in order for our ball to roll down the ramp and drop into the water--
04:39effectively making contact with our water plane--we're going to need that ball
04:42at this point to be animated--
04:44that animation coming through creating the keys for simulation. So, although we
04:48still have a few adjustments to make in tweaking some of our scene's
04:50believability, now is the time to create those simulation keys.
04:54Let's go ahead and do that.
04:55We'll begin by changing back to our Camera view.
04:57You can do that by simply typing C.
04:59For the next couple steps, we're going to want to get into the Utilities column
05:02in the Command panel. Let's do that.
05:04In the Preview and Animation section, you'll notice our End Frame is set to 100.
05:08We're going to want to match that up to length of our active time segment, our
05:12time line in other words, that going to be 250.
05:15Let's type that in.
05:16Let's, we should always do before creating our keys, also hold our frame
05:21just for safety's sake. Okay.
05:22I think we're ready to rip. Back in the Utilities column, let's now click on the button that says Create Animation.
05:27When the dialog box opens on the screen, you can simply say OK.
05:31With the ball making contact with our water's surface, we can see there is a very
05:35slight amount of reaction to that collision.
05:38Let's see if we can't amplify that effect just a bit.
05:41I think we'll be able to see your results little better if we change the
05:44wireframe color on our water to let's say light blue.
05:46Now there is setting on the water space warp that I think will help us out here.
05:51Let select the water object and see if we can't find our settings over the Modify column.
05:55The setting called Scale Strength is what I was talking about.
05:59Scale Strength basically multiplies the deformation effect in the geometry
06:03that's being affected by the water space warp. That in our situation here would
06:07be the object that we created, the plane, that's visually representing the water in our pool.
06:12Watch how this works.
06:13Let's increase the Scale Strength to 3 and scrub through the timeline. Check out the
06:18difference that's made.
06:19Let's get going up from here and see what that does to the effect.
06:22We'll take our Scale Strength to 5 and again scrub our timeline.
06:26Now a little bit tough to see, but you'll notice that the blue geometry is indeed
06:30deforming when it comes in the contact with the ball.
06:33Let's try a value of 10 and see how that looks.
06:35Okay, now that things are little more visible, why don't we go ahead and
06:40play back our timeline?
06:41Using a higher Scale Strength value, you can really see what impact it's having
06:46on the look of our water surface.
06:48Let's keep taken the number higher.
06:49Let's try a Scale Strength of 30 then playing things back.
06:57Those higher numbers are definitely creating a more of a dramatic effect, as far
07:01as that deformation.
07:03Now even though we're going in kind of the wrong direction here, I'm kind of curious,
07:06let's try a Scale Strength of 50, playing that back.
07:17That is really cool the way that works. Now, to make things look a little more
07:21realistic for our scene though,
07:22to finalize things, let's take our value back to around 5.
07:27Okay, now that we have our water geometry doing what it needs to do, let's
07:31redirect our attention to making a realistic skin for that water surface.
07:35We'll do that in our next video.
07:37We're going to take this file with us, so let's save it up as Rippling Water03.
Collapse this transcript
Building a believable water material
00:00With our ball now rolling down the ramp and realistically deforming the water
00:04when contact is made, we can shift our attention to creating a believable skin
00:08for that water surface.
00:10We'll do that using the Ripping Water03 file that we brought with us from
00:14the previous video.
00:16Now, there is quite a few different ways to create a realistic water material in 3ds Max,
00:21most of those techniques coming from taking advantage of the skins Max offers
00:25when using the mental ray rendering method.
00:28With the mental ray rendering engine currently in place, let's cruise over into
00:32our Material Editor and see what we can find.
00:35Selecting a clean sample sphere, let's then click on the Get Material command,
00:38which you can find on the far left side of a horizontal row of icons.
00:42In the Material/Map browser, under the mental ray material selections, let's
00:46choose Autodesk Water.
00:48Once we've done that, we can drag our material down to our water object of our scene.
00:52Okay, let's now render.
00:54Now from a distance things are little bit tough to see, so let's do this.
00:58We'll change our camera view to a perspective orientation.
01:01Once we've done that, using our Navigation controls on the lower right-hand
01:05corner, we will zoom in to our pool area.
01:08Once we've done that, we'll go ahead and render again.
01:15With the Autodesk Water, there are a couple of different variations that we can choose from.
01:21Under Type, we'll change it from Swimming Pool to Generic Reflecting Pool.
01:27Then we can render again.
01:30So we can see the actual results of the way the water will look when the ball
01:34comes in contact with it.
01:35Let's move to a later frame in time and render it again.
01:39Okay, now we can see the rippling effect.
01:42Let's try a different variety of that Autodesk Water.
01:46Back in the Material Editor, let's change from the Reflecting Pool down to the Stream/River.
01:50As you can see, we've got quite a bit of difference there.
01:56Now the Stream/River also gives us an option to change the wave height.
02:00Using the slider, let's take that to the far right, and we can once again render things up.
02:09Let's see what we can do about finding maybe a few other material types.
02:13I'll also position our ball a little bit more toward the middle of our pool.
02:19Okay, back on the Material Editor, using a new sample slot.
02:22This time we'll go down the right-hand side of our interface, clicking on the word Standard.
02:27This gives us a whole new set of options, being able to choose different types of
02:30materials. For this one, we'll move a little further down in our browser, looking
02:34for the Autodesk Material Library.
02:37Now even of the skins we're going to use aren't considered water, the glass
02:40materials work very nicely.
02:42Opening up the Glass category if necessary, let's choose the one named
02:46Glass Frosted-Blue.
02:48Once we've got that loaded in, let's go and apply this one, then render.
02:52Take a look at the difference there.
02:55The Autodesk Frosted Glass comes with a setting called Reflectance.
02:59Let's take that to a value of 10.
03:01Rendering again, we can see how that turns out.
03:04This gives us a little higher level of reflectivity on our water surface.
03:09There's also material in the Autodesk Material Library called Clear Blue Glass.
03:13Let's see how that would work.
03:15Again, new sample slot. Then click on Standard.
03:18You'll find it just a few slots up from the Frosted-Blue. Then we can apply
03:22that and render again.
03:25Okay, with the Clear Blue Glass, we can actually change the color of that glass surface.
03:29To do that, we'll click on the long blue color swatch directly to the right of the name Color.
03:33Now, what I'm going to want to do here is darken my color a little bit.
03:36Let's go down to the Value ramp on the right, taking that number to 0.4.
03:40We can then close the Color Selector and render again.
03:44So that I think looks a little bit nicer now being a darker hue.
03:47It might be a little bit too much blue though, so let's lighten that up.
03:51Back in the Material Editor, we'll again click on that now darker blue swatch,
03:55and this time, using the saturation ramp, we will take that value to somewhere
03:58between 0.5 and 0.6.
04:02So that gives us a nice little handful of different material types that we
04:05can now choose from.
04:06Why don't we save our file up as Rippling Water04, and we'll head into our last
04:11video for this water project, where we will wrap things up.
Collapse this transcript
Wrapping things up
00:01Having our project pretty much wrapped up as far as the needed simulation
00:04tweaks and adjustments,
00:06we can now begin to tidy things up a bit in preparing ourselves to render.
00:10I'll be working with the Rippling Water04 file that was saved at the end of our last video.
00:15Now, the only thing I'm really worried about at this point are two things: making
00:19sure that we choose the most realistic water material from the ones that we
00:23built in our most recent video, and being sure to return our scene to using the
00:27proper viewport orientation before creating our final render.
00:30Both are easy fixes.
00:32Let's begin with making our material selection.
00:34Now, we created three different looks for our water.
00:38Let's go back and render each, so we can make some decisions as to which one
00:41will work best for our pool.
00:43I'll start with the water material the top row far left, the
00:47generic Stream/River.
00:49I'll select the water object in our scene, apply the material, then render things up.
00:54Now when we last rendered this particular material, we had set its wave height quite high.
00:59Let's turn that off and try rendering again.
01:01I'm also going to move to a frame where my ball is in the water, so we can see
01:04the effect of that contact.
01:07So that's nice, but the water might be a little bit too clear and clean.
01:11Let's instead try the glass frosted blue for comparison.
01:15Back in the Material Editor, that's the one on second row down, far left.
01:19Okay, here we're getting a nice little reflection, but the water looks maybe
01:23a little bit to milky. It doesn't look bad, but let's compare that now to the clear blue glass.
01:29Okay, now this one I like.
01:32Now, for the orientation of our scene for rendering, there is already an animated
01:36camera set up in the scene, so it's really just a matter of typing C to
01:39make the switch back to the Camera view. So there you go,
01:43a little rippling water project, start to finish.
01:46I'll save the final file up as Rippling Water Completed, if you'd like to go
01:49in and take a look. Congratulations!
01:52Job well done!
Collapse this transcript
Conclusion
Goodbye
00:01Well, that will do it for our look at 3ds Max's Reactor.
00:05We leave having had the opportunity to learn quite a bit in a short period of time:
00:09collections, modifiers, constraints, setting up properties. And we've had a
00:15chance to take that knowledge into real-life projects where
00:18we've learned a few things about rigid body dynamics and soft body collisions
00:23and cloth and water.
00:24And as you continue exploring all the cool things that you can do with 3ds
00:28Max, be sure to check out all the Max titles in the lynda.com Online Training Library.
00:34I've had a blast. I hope you've enjoyed it.
00:37Until next time, for lynda.com, I'm Steve Nelle.
Collapse this transcript


Suggested courses to watch next:

3ds Max 2011 Essential Training (10h 4m)
Aaron F. Ross


3ds Max 2010 Essential Training (15h 36m)
Steve Nelle


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