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Adding the physical properties and collection

From: Getting Started with Reactor in 3ds Max

Video: Adding the physical properties and collection

Our rippling water project will have us using a file named Rippling Water. With the majority of the elements that we'll be needing for a scene having already been built, we'll be able to concentrate our efforts on creating our Reactor simulation. Let's start with the red-and-yellow checkerboard ball situated above the ramp. After selecting the ball, we can go in to add its physical properties. I'll make that selection, then go over to the toolbar on the left, activating the Property Editor. For the values, let's give the ball a Mass of 65, then we'll take the Friction amount to let's say 0.2. Because of its shape, we will also change its Simulation Geometry type to Bounding Sphere.

Adding the physical properties and collection

Our rippling water project will have us using a file named Rippling Water. With the majority of the elements that we'll be needing for a scene having already been built, we'll be able to concentrate our efforts on creating our Reactor simulation. Let's start with the red-and-yellow checkerboard ball situated above the ramp. After selecting the ball, we can go in to add its physical properties. I'll make that selection, then go over to the toolbar on the left, activating the Property Editor. For the values, let's give the ball a Mass of 65, then we'll take the Friction amount to let's say 0.2. Because of its shape, we will also change its Simulation Geometry type to Bounding Sphere.

Now for the rail, which was created by lofting an outline U shape along the helix, the only thing we really need to worry about is its property editor geometry type for simulation. Because of its negative space, in other words, the area inside the rail, we're going to want to change its Simulation Geometry type to Concave Mesh. In fact, before we do that, let's leave the Simulation type as it is, and we'll go ahead and add both objects--the ball and the rail--to a Rigid Body Collection. That will give us a chance to see when running a preview just exactly why the Concave Mesh method of calculation on the ramp is necessary.

We'll select the ball and ramp. Then in the toolbar on the left, we will add a Rigid Body Collection. Okay, let's run a preview and see how things work. To activate the preview, I'll simply use the Shift+Alt+Right-click shortcut. Then once the window is open, I can type P for play. Well, as you can see, we've got the ball falling right through the ramp that it is supposed to ride down. Let's close the Preview window and see what changing the simulation type on the ramp to Concave Mesh will do to correct that. We'll select the rail, then activate the Property Editor, again using the Shift+Alt+Right-click shortcut.

Now on the Simulation Geometry, we'll change it from Mesh Convex Hull down to Concave Mesh. Okay, let's run another preview. Well, the ball now at least sees the ramp, but with the way it's riding above the ramp groove, it leads me to believe that our simulation's collision tolerance is probably a little too high. Let's again close the Preview window, and we'll head into the Utilities panel and take that down a bit. Why don't we set the Collision Tolerance value to one? Okay, let's now run another preview and see how that looks.

Now, because of where our ball is ending up, let's also add the pool frame into our collection. Over on the right-hand side of the view, you'll see the Rigid Body icon. Let's select that, move to the Modify column. Then down below the Property window, we'll click the Pick button on the left and then select the pool frame in our scene. Now once you do that, go back to the right-hand side, verifying the name pool frame. Okay, now that we've got that stuff taken care of, let's get to creating our Reactor water. We'll do that in the next video. Let's go ahead and save our file up as Rippled Water01, so we can take it with us.

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This video is part of

Image for Getting Started with Reactor in 3ds Max
Getting Started with Reactor in 3ds Max

39 video lessons · 4224 viewers

Steve Nelle
Author

 
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  1. 4m 57s
    1. Welcome
      1m 24s
    2. How to use this course
      1m 7s
    3. Using the exercise files
      2m 26s
  2. 56m 21s
    1. Understanding how Reactor works
      7m 33s
    2. Accessing the Reactor commands and controls
      4m 1s
    3. Working with Reactor's collection types
      7m 51s
    4. Working with Soft Body Modifier types
      5m 56s
    5. Using constraints to limit object movement
      7m 46s
    6. Assigning physical properties using the Property Editor
      7m 45s
    7. Previewing a simulation
      3m 56s
    8. Creating keyframes for a simulation
      4m 58s
    9. Controlling the accuracy of your simulations
      4m 30s
    10. Choosing a physics engine to run your simulations
      2m 5s
  3. 51m 46s
    1. Project overview
      56s
    2. Modeling the broken glass
      13m 17s
    3. Adding the simulation's physical properties
      1m 53s
    4. Animating the breaking object
      5m 4s
    5. Creating the Rigid Body Collection
      1m 32s
    6. Previewing the simulation
      5m 20s
    7. Adding a fracture helper to improve realism
      4m 38s
    8. Building the scene's materials
      5m 36s
    9. Creating the keyframed animation
      4m 41s
    10. Setting up the visibility track for the glass
      8m 49s
  4. 26m 53s
    1. Project overview
      1m 21s
    2. Setting up the scene's rigid bodies
      4m 3s
    3. Adding the soft bodies into the simulation
      9m 18s
    4. Working with the Soft Body Modifier settings
      8m 3s
    5. Making the final adjustments and creating the keyframes
      4m 8s
  5. 27m 39s
    1. Project overview
      1m 17s
    2. Setting up the Reactor cloth elements
      12m 34s
    3. Animating the rigid body curtain clips
      5m 41s
    4. Making adjustments to the curtain cloth modifiers
      6m 5s
    5. Creating keyframes in preparation for rendering
      2m 2s
  6. 20m 18s
    1. Adding the physical properties and collection
      3m 7s
    2. Creating the water helper
      3m 19s
    3. Adjusting the water parameters and creating the keys
      7m 43s
    4. Building a believable water material
      4m 15s
    5. Wrapping things up
      1m 54s
  7. 41s
    1. Goodbye
      41s

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