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In Getting Started with Reactor in 3ds Max, 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.
With the majority of objects now modeled for our scene, we can now begin inputting the physical properties for each scene element that will be necessary for our dynamic simulation to run properly. Using a file named Breaking Glass01 that was saved up in the previous video, let's see what we can do. Now why don't we start by first renaming the individual pieces of geometry that'll make up our multiple glass objects? We can quickly do that using Max's Rename Objects command. Why don't we use the Select by Name command by typing H to make our selection? In the list, starting at the top you'll select all the names that begin with the word Line.
Then we'll go to the Tools pulldown, menu, choosing the command Rename Objects. In the dialog up at the top next to Base Name, let's type in 'Glass Shards'. Then further down next to where it says Numbered, we'll check the box. Okay, once doing so, we can then click the big Rename button down at the bottom. Let's now close that window and type H again. There we go, all of our Broken Glass objects now being named Glass Shards. Now with all of those objects still selected, hold down Shift and Alt and right-click.
From the Reactor Quad menu lower right- hand quadrant, choose Open Property Editor. For the properties for our glass shard objects, let's get each a Mass of 5. We'll also want to activate the check box just the left of Inactive. This is done because we don't want these objects to move until they coming into contact with something else in the simulation. Okay, with those changes in place, let's now select the frame. For its mass, let's give it a value of 10. Wanting this object also not to move until the proper time and the simulation, we'll also want to activate Inactive here.
Everything else in the Physical Properties can stay the way it is. Okay, that takes care of the physical properties for the things we've made. Let's save our file up as Breaking Glass02, and we'll head into our next video where we'll create and animate the rock object that will use to break our glass window.
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