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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 project, we are going see if we can't get a few Soft Body objects to run through an animated maze. Allowing the timeline to play through a few times, we will be able to see exactly what's happening. The scene consists of a series of revolving paddles and a slanted wooden ramp down at floor level. There's also been a handful of stationary pegs situated at various locations in the scene to give our Soft Body objects a few more things to interact with. Here's what going happen. We are going to be dropping a few objects from overhead down on to the maze.
Those objects, being deformable surfaces, will bend and twist as they make their way down to ground level. Once hitting the ramp, taking in their direction of travel in whichever way it goes. The project will require us to set up physical properties and the appropriate collections for both rigid- body and Soft Body objects. We will also have a chance to discuss and play around with the settings on Reactors Soft Body Modifier, a necessary add on to any deformable surface that plans on being included in a 3ds Max dynamics simulation.
When we are done with making a few adjustments and creating our final keys, our project will end up looking like this. Looks like it ought to be fun. We will get things going in the next video. Let's go check it out.
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