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Using the exercise files

From: Getting Started with Reactor in 3ds Max

Video: Using the exercise files

Throughout the Getting Started with Reactor title, I'll be working in 3ds Max 2011 using assets that I have created especially for the videos you will be watching. If you're a Premium member of the lynda.com Online Training Library, you have unlimited access to the exercise files used throughout this title. If you're instead a Monthly or Annual subscriber to lynda.com and don't have access to the exercise files, you'll still be able to follow along from scratch or by creating your own assets. As you explore the resource material provided in the Exercise Files folder, you'll find that different chapter folders will contain different types of material.

Using the exercise files

Throughout the Getting Started with Reactor title, I'll be working in 3ds Max 2011 using assets that I have created especially for the videos you will be watching. If you're a Premium member of the lynda.com Online Training Library, you have unlimited access to the exercise files used throughout this title. If you're instead a Monthly or Annual subscriber to lynda.com and don't have access to the exercise files, you'll still be able to follow along from scratch or by creating your own assets. As you explore the resource material provided in the Exercise Files folder, you'll find that different chapter folders will contain different types of material.

Some chapters simply provide the beginning file, and, on occasion, the completed file for our lesson, so you can compare your work with what's have been done on screen. You see that, for example, in chapter 1, with the introduction-to-Reactor assets. The other chapters in this title, which are all project based, provide not just the start-from-here scene file, where applicable, but also incrementally saved out versions of the project, where you can jump right in at any point along the creation process. In all cases, make sure to familiarize yourself with what's being provided for your use. And you'll find that in every situation the chapter numbers and the exercise files will correspond with the chapter numbers found in the table of contents, which should make it real easy for you to find the assets that are looking for.

What I'd suggest is copy the entire Exercise Files folder over to your computer's desktop. That will give you quick and easy access without having to track things down. You'll also want make sure to build a map path in 3ds Max over to your exercise files folder on your desktop. You can easily do that by going to the Customize pulldown menu and choosing Configure User Paths. In the dialog, up at the top, click on the tab that reads External Files. You'll then want to click on the Add button on the right-hand side.

From here, you'll navigate the Exercise Files folder on your desktop. Once it's opened, in the lower right-hand corner click on the Add Sub Paths button. Then click Use Path. With the new addresses now listed, you can then click OK. That will simply make sure that when you open a file that's been put together using one or more bitmap images that Max doesn't throw up a warning message saying that it can't find those specific resources. That will get us going. Let's go see what we can do.

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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 · 4121 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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