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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.
In this video, we're going to create the Water Helper that's needed in order to generate our project's rippling effect. We'll do that using the Rippling Water01 scene file that we saved up at the end of our last video. To create our water object, let's first return our orientation to four views. Then we'll activate the top view, taking it full screen. Because our water object will fit directly inside our pool frame, let's select that frame, then right-click, activating the Isolate tool. Now the pool frame is going to be those two light blue squares you see just on the left.
To lock the extents of our Water Helper to the exact measurements of the inside frame of our pool, before we make that Water Helper, let's first activate our Snap command up in the toolbar, making sure the Snapping option has been set to Vertex. Now you can activate the settings once you get on top of the button by simply right-clicking. We'll change from Grid Points to Vertex. Okay, we can find our Water Object over in the Reactor toolbar on the left. Its icon is going to look like three wavy horizontal lines. Once we find that button, we can click, then draw the Water Helper inside the pool frame.
Once we have that in place, we can go ahead and turn off our Snap. For that, I'll simply use the keyboard shortcut, S. Now we should probably add a few extra segments to our water object to improve the way it deforms. Over in the Modify column, let's change its Segment Values to 60 and 60. By segments, I mean subdivisions. Once we've done that, we can turn off our Isolate tool, taking our viewports back to four. If we now activate the front view, taking it full screen, you'll notice the water object is resting directly on top of the pool frame. We're going to want to move that down just a tad.
Right-clicking to activate the Move command, I'll pull the water object down probably a 16th to an 8th of an inch. Once doing that, I can return to four views. Now the Water Helper doesn't have to be added to a collection in order for it to affect the simulation. So let's go ahead and run our preview. Why don't we close the Preview window and get a little closer in, so we can see exactly what's going on? I'm going to activate my Camera view, then change it to a perspective orientation by typing P. Once I've done that, I can use the navigation controls in my lower right-hand corner to zoom in.
My scroll wheel can also help me with that task. Okay. Let's go ahead and run another preview. Again, I'll simply use the Shift+Alt+Right-click shortcut. Now, let's watch that again. I'll hit R for Reset, then play again. Now, from closer up, we can see how the ball is just passing right over the top of our pool. It's the same thing we pretty much saw with the ball on the ramp--the ball riding on top of the ramp and not in it, until the correct adjustment was made.
The solution here is going to be to set the Pools Frame Simulation Geometry Type to Concave Mesh. Let's go ahead and do that. I'll close my Preview Window, selecting the pool frame. With its Property Editor open, I'll change the Simulation Geometry to Concave Mesh. Okay, let's see what that's done now to improve our preview. Okay. That will do it for setting up our water. In the next video, we'll start making a few adjustments.
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