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Adding the simulation's physical properties

From: Getting Started with Reactor in 3ds Max

Video: Adding the simulation's physical properties

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.

Adding the simulation's physical properties

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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This video is part of

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

39 video lessons · 4205 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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