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Getting Started with Reactor in 3ds Max
Illustration by John Hersey

Creating the Rigid Body Collection


From:

Getting Started with Reactor in 3ds Max

with Steve Nelle

Video: Creating the Rigid Body Collection

Now that we have our objects built and their Physical Properties in place, we can focus on adding our scene elements into the appropriate type of collection. We'll do all that using the file named Breaking Glass03, which is a carryover from the previous video. Our goal here, throwing a rock through a glass window, requires all of our scene objects to remain rigid and non-deforming. There's no soft pliable surfaces in this one, so our search for the appropriate type of collection to use for our simulation ought to be driving us right in the direction of using a rigid body collector.
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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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Getting Started with Reactor in 3ds Max
3h 8m Beginner Mar 10, 2011

Viewers: in countries Watching now:

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.

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
Subjects:
3D + Animation Visual Effects
Software:
3ds Max
Author:
Steve Nelle

Creating the Rigid Body Collection

Now that we have our objects built and their Physical Properties in place, we can focus on adding our scene elements into the appropriate type of collection. We'll do all that using the file named Breaking Glass03, which is a carryover from the previous video. Our goal here, throwing a rock through a glass window, requires all of our scene objects to remain rigid and non-deforming. There's no soft pliable surfaces in this one, so our search for the appropriate type of collection to use for our simulation ought to be driving us right in the direction of using a rigid body collector.

Let's go ahead and get things set up. Let's start by selecting only the frame. Using the Reactor toolbar that's been positioned on the left-hand side of our interface, we'll go to the top icon, clicking on Rigid Body Collection. In the Collector commands on the right- hand side, you'll notice that frame has already been added in. The reason being is it was selected when that Rigid Body Collection was indeed created. Now for the rock, let's choose the Pick command. Over on the right, three quarters of the way down, we'll click on Pick. Now this requires us to then make a selection from our scene. In the front view, we'll click on the green rock.

That, too, has now been added to our RB collection. For those shards, we'll use the Add option. Go ahead and click on that button. Now from here, we can pick from a list. Go to the top, dragging all the way down from the first shard down to the last. And when you've made that selection in the lower right-hand corner, you can then click Select. Glancing to the right, you now notice these have also been added to the collection. With our scene objects now in place, we're ready to run our simulation. We'll do that in our next video. Why don't we go ahead and save our file out as Breaking Glass04 and we can move on?

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