Lift Last tutorial present the way to create simple lift. We will use "Ridig Body Collection",. In this part I Will explain you how to make simple Lift. We need to create geometry for simulation. Let's make simple Crate, Spinning-wheel, rope spline , and floor. During making a spline, take care to put Vertex densely. We will need also two boxes next to our Spinning-wheel. Your scene should look like bellow.
Select Crate and go to "Property Editor". Set Mass value to 5,0. Select Spinning-wheel and go to "Property Editor". Set Mass value to 1,0 and Concave mesh. Create two "Point-Point Constraint" objects and set them as i show bellow. Create "Constrain Solver" and select it.
It's time to select our rope and apply "Rope Modifier" and "Rope Collection" 8. Select rope and go to modify panel. Set Air Resistance to 5,0. Do this same for crate, remember to select vertex at opposite site of rope this time. Last thing to do is to select Spinning-wheel and apply Motor.
Set it as bellow. Tolerance to 2,0cm. Now you can test scene by "Preview Animation". When it's OK press "Create Animation. Close this window. Create new account. Wrong login or password. This is dealt with in the next chapter.
To use a display proxy, select the object for which you want to use a proxy, check the Proxy option in the Properties rollout, click the None button and select the object you want to use as the display proxy. If you select Display Children, then all children of this object, linked though 3ds max's internal hierarchy, are displayed.
You may need to uncheck this box if you get children displaying more than once. Display Proxies You can optimize the display frame rate within the reactor preview window by using display proxies. A display proxy literally means that you use one object as a proxy for the display of another. Display proxies are rarely useful for animation, and so this section only really concerns uses for real-time preview of large scenes.
With rendered animation, you can devote as much time to physics and display as you require, but real-time requires a different approach. You might use a detailed display proxy with simple physics for complicated interactions or a simple display proxy for commonly repeated objects where the display reduces the speed of the simulation. This section details the extra features not yet mentioned in these two rollouts. Disabling Collections Below the list of bodies contained in the collection is a check box labeled Disabled.
If any collection is disabled, it is not included in simulation. Any collection you create is automatically included in simulation by default. Display It is possible to customize how you display all reactor icons in the 3ds max viewports. The four options are:. For example, if you have a length of chain, you could simulate each link as a thin hollow box, but use the display proxy of a detailed torus Figure 2.
Euler The simplest ODE solver and very fast but not sufficient for complicated systems. Back-Euler Slightly more accurate than Euler, but performs worse for spring systems. Interactive scenes that require a mouse spring should use Euler or Runge-Kutta solvers. Midpoint Has a level of accuracy similar to that of Back-Euler, but also does not solve spring systems sufficiently. Runge-Kutta This is the most accurate solver in the system and is used in complicated systems, springs and constraints.
Because of its improved accuracy it requires more processor time for the calculation of a step. In general however you shouldn't notice any speed differential between this solver and the others, unless complicated forces such as wind are being calculated. You can set the deactivation energy level in the Min. Energy field. A large energy means objects are likely to deactivate sooner, whereas a small energy means they only deactivate if they are very close to being at absolute rest.
The Time and Samples options relate to the measurement of bodies' energies. The Time field determines the period over which the accumulated energy is sampled, and the frequency at which deactivation of objects is considered. For example, a time of 10 seconds means deactivation is only be considered for objects that have accumulated less than Min Energy over a period of 10 seconds.
The Samples field determines how many samples are taken over this time to approximate the energy. More samples means better approximation of the body's energy. Define Collision Pairs Using this option, you can selectively ignore collisions between objects in the collection.
When using this function, you have two windows; one for enabled collisions and the other for disabled collisions. All collisions are enabled by default. A list of the entities in the collection is provided. If you click the names in the list, the Enabled list is refreshed with lines for each object paired with the other entities in the collection. You can then move these collision pairs to the Disabled list. You might use this to ensure that objects that are attached, or overlap, do not cause interpenetrations that slow the system down.
Add Deactivator A deactivator is an element in a collection that turns objects off when their energy goes below a certain level. Objects that deactivate lose their status as fully dynamic elements of the system, allowing to system to concentrate on the more active objects.
This option is selected by default. Convex and Concave Objects reactor classifies objects into two types: convex and concave.
An object is defined as convex if, given any two points inside the object, you can always go in a straight line from one to the other without going out of the object.
Convex objects include spheres, cylinders, and boxes. If an object is not convex, then it must be concave. Generally, convex objects are faster to simulate than concave objects. Because of this, you should aim to use convex objects as often as possible for simulation. However, there are also cases where it is appropriate to treat a convex object as concave. In reactor convex objects have an "inside" which determines when objects are contained within one another, but concave.
You cannot place objects inside a convex object. Instead, you must define an object as concave in order to place objects within it. For example, if you were animating a room, you could design it as a box and treat it as concave, so that you could place objects within it.
About This Tutorial This tutorial describes the difference between convex and concave simulation geometries in reactor. This tutorial also describes how to group objects together to create a compound rigid body. When you complete this tutorial, you will be able to: Perform a convexity test. Treat an object as convex.
Treat an object as concave. Build a compound rigid body. Treating an Object as Convex For the purposes of simulation, reactor must define the simulation geometry of a body, which may differ from its display geometry.
The most important factor that determines this is whether the object should be considered as convex or concave. Generally, convex objects faster to simulate than concave objects, so it makes sense to treat objects as convex where possible.
You can: Surround the object with an invisible box Figure 3. Performing a Convexity Test If you are unsure whether an object is convex or concave, you can perform a convexity test. To perform a convexity test: 1. Open the Utilities command panel. Expand the Properties rollout from the. Click the Test Convexity button. A dialog box containing the result of the. Substitute the geometry of the object with that of a different convex object Figure 3.
It makes sense to re-use geometries through substitution because it considerably reduces file size. This is especially useful if you are repeating the same geometry several times in a scene Substitute the geometry of the object with an optimized version of the geometry of the object. Optimization is the process of reducing the complexity the number of vertices of a simulated geometry.
The display remains the same. The figures above show the actual simulation geometry in each of four cases, using the Sim Edges display option under the Geometry menu in the preview window. In this tutorial, create a scene with a rigid body collection containing a number of simple concave and convex objects.
Then follow these steps: 1. This uses the tightest world-axis-aligned box. Accurate simulation geometry yields more accurate but slower simulation.
This uses the tightest bounding sphere. Treating an Object as Concave Many objects you create are concave and cannot be accurately modeled during simulation by substituting them with convex simulation geometries.
Also, concave objects can contain other objects, whereas convex objects cannot. So if you are using a box to represent a room, you must treat the box as concave in order to place objects within it. In addition, 3ds max planes must be treated as concave. You can treat an object as concave by using its original mesh. This mesh can be concave. In addition, you can substitute the geometry of an object with that of a nearby concave or convex object, which is considered as being hollow.
As with convex objects, you can also substitute an object with a system-generated, optimized version of the object. This simulation uses the convex hull of this object, which is different from the original if the object is concave.
This substitutes the geometry and the name of the proxy object is displayed on the button below the Use Proxy Convex Hull option.
By running the simulation and selecting Sim Edges from the Geometry menu, you can view the geometries that are physically simulated for the objects. In this way you can always see how accurately your simulation geometry conforms to the display geometry, and hence how likely you are to see any visual disparities between simulation and. Using the Original Object Mesh To create a box and a number of smaller objects to go into the box, follow these steps: 1.
Create a scene with a rigid body collection. Expand the Properties rollout Figure. You can treat any convex geometry as a concave one. This results in slower simulation, but such objects can hold other objects. The likely places for using concave objects are for solid bodies that need more accurate simulation, or for bodies that have no volume - such as planes or meshes that are not closed. Substituting the Geometry of an Object with a Proxy Mesh Using the same box and smaller objects from the pervious example, you can use a proxy mesh to treat the box as convex, as follows: 1.
Select the Use Proxy Mesh option. Select one of the concave objects in the. Building a Compound Rigid Body reactor can join several meshes together to create a more complex body. Rigid bodies in reactor are usually composed of one or more primitives.
Primitives are the basic elements that make up objects. Primitives can be planar, spherical, or geometric. Rigid bodies composed of more than one primitive are called compound rigid bodies. Rigid bodies have elasticity and friction. Primitives each have mass, whose sum determines the mass of the compound body. Compound rigid bodies are useful if you want to simulate an object with uneven density, or a concave object that can be decomposed into several convex segments.
Compound objects provide an interim between convex and concave bodies, in that they are faster to simulate than concave objects and allow you to do things like place objects within them.
However, they are less accurate in simulation than true concave objects. You build compound rigid bodies using the Group function within 3ds max. For more information on groups, see the 3ds max documentation. The geometry is substituted and the name of the concave object displays on the button below the Use Proxy Mesh button. Substituting the Geometry of an Object with an Optimized Mesh You can use an optimized mesh to treat the box as convex, as follows: 1.
Select the Use Optimized Mesh option. To build a compound rigid body and include it in the simulation, follow these steps: 1. Select the objects that you want to group. The objects are now treated as a single compound rigid body. They now move as if stuck together and no report no collisions between any pairs of primitives in the same body.
When you have created a group it is necessary to add the group to the rigid collection. The rigid collection cannot contain both primitives and their group. If you want to use display proxies with groups you can only apply a proxy to the entire group and not to elements of the group. To apply a display proxy to a group you need to open the group and then select the group name from the Select by Name list. To select just the group name you select Display Subtree within the select list window and then you can apply a display proxy as normal within reactor.
You can only apply a display proxy if the group is open. You cannot use a compound body as a simulation geometry proxy. Figure 3. More About Proxies When animating complex objects, you may decide that the object would have the same behavior if it were simulated with a simpler geometry.
For example, you could have a ring displayed with a highly tessellated torus that it improves its display, but which could be simulated with a less tessellated torus to improve the speed of the simulation. Geometry Proxies Geometry proxies allow you to use a different geometry for the simulation that the one you are actually going to animate and display in 3ds max.
Select the Use Proxy Convex Hull option if you want to use another object's convex hull, or Use Proxy Mesh if you want to use the mesh of another concave object. There are several cases where you might want to use proxy geometries: While you probably want to animate and display a highly tessellated torus, you want the simulation and the preview in window to be fast.
Substituting the simulation geometry of the torus for a simpler one allows you to do that. You might also use the same geometry in many places.
Using the same proxy geometry for each object creates only one instance of geometry, which is shared by all objects during simulation. This helps to reduce the amount of information exported, the loading a creation of the scene, and the amount of memory used. Primitives use proxy geometries, which means that you can define different proxy geometries for the primitives inside a compound rigid body, but not for the compound body itself.
Optimized Geometries reactor can automatically create proxy geometries. In fact, when you choose Use Bounding Box, or Use Bounding Sphere what you are actually creating is a simple proxy geometry. The Use Optimized Convex Hull and Use Optimized Mesh options automatically create an optimized version of your geometry and use it as a proxy. They internally apply the Optimize modifier to the mesh. However, it is recommended that you create you own optimized geometries if you want full control over the results.
Display Proxies Display proxies substitute the actual rigid bodies when they are displayed at run-time. They are mainly useful for real-time application developers who want to preview and export display information. If you select a display proxy for a rigid body, the rigid body display is substituted by the display of the chosen node and its children during the reactor run-time simulation.
That means you can simulate quite a simple body but display a very complex object. This is similar to what you can do with geometry proxies, but there are important differences: 1. While geometry proxies apply to.
You can create both the simple and complex object, set the properties on the simple object and add it to the simulation. Perform the simulation, and once it is finished, you can match the positions of the simple and complex objects, and then link the complex object to the simple one.
The complex object will follow the same animation of the simple one. In this case, you should not render the simple object when rendering. When you are creating an animation in. Display proxies don't play any role in creating 3ds max animations, since they are only used for real-time display. Another important reason for real-time developers for using display proxies is similar to the one explained in the previous point about geometry proxies.
Other Alternatives for Animators While geometry proxies and display proxies are very useful and powerful, there are other alternatives for animating a given body using a different one in a simulation. Soft Bodies A soft body is a body whose geometry deforms due to physical interactions. They can bend, flex, stretch and other similar movements. Soft bodies have a wide number of uses, but they can be more demanding and slow a real-time simulation down.
As with rigid bodies, soft bodies operate through collections. These are called soft body collections. Soft body collections perform the same functions as rigid body collections. Soft body have a greater range of physical properties to properly describe their motion than rigid bodies. These include properties such as damping, smoothing and stiffness. The properties are applicable to soft bodies in addition to the rigid properties of mass and friction.
Most soft bodies that you create using 3ds max use a rigid body as their initial starting point. You normally create a soft body by first creating the rigid shape of the. There are two ways of defining a soft body in reactor , depending on whether you use the FFD modifier.
As in previous chapters, the bulk of this chapter consists of two tutorials that will guide you through the two possible processes of soft body creation. About These Tutorials There are two tutorials in this chapter. The first tutorial introduces reactor soft bodies to users. It describes how to use reactor to create a simple scene with soft bodies. It also describes the effects generated by varying the parameters for soft bodies. When you complete this tutorial, you will be able to: Create a soft body collection.
Add objects to the soft body collection. Assign physical properties to soft objects in a scene. They are called TutorialTwoStart. Change their friction to 0. Add a rigid body collection to your scene. Add the planes to the rigid body. Creating a Soft Body Simulation When creating a simulation that contains soft bodies, you use techniques similar to rigid body simulation.
You create the objects in 3ds max. For objects that are soft you apply a Soft modifier and include them in a soft body collection. You add this soft body collection to the simulation in the same way as a rigid body collection. You should take care not to include the objects in both the rigid and soft collections.
When you apply a modifier to a rigid object to make them soft, its rigid equivalent still exists in the scene. There are four main options for the physical properties of a soft body. Mass This mass applies to the soft body. Though you may have applied a mass in the Properties section from the reactor Utility, the soft body won't have the correct mass unless it is applied here.
Simple Soft Body Creation You can follow these steps to create the tutorial soft body: 1. Create a scene as detailed in Figure 4. To create a star, choose star from the shapes menu and then apply the extrude modifier. You should also create three standard planes rotated to roughly 30, 0 and degrees.
If you don't want to create the scene you can load TutorialTwoStart. Select a concave mesh for each of the. Standard 3ds max planes require a concave simulation geometry. Stiffness Changing this value changes the stiffness of the body. Valid values are between 0 and , where relates to the stiffest value. The default value is 0. If you set a value over than 1, reactor applies the default value. Damping This is the damping coefficient for the oscillation of the body's compression and expansion, with values are between 0 and 1, where 1 provides the greatest damping.
Friction This is the coefficient of friction for the body's surface, similar to the corresponding coefficient for rigid bodies. When you pick up a soft body with the mouse, it flexes. This is due to the fact that the mouse actually connects a spring between the nearest vertex and the mouse pointer. The strength of the spring can be adjusted. Creating and Adding Bodies to a Soft Collection You must add your soft body to a soft body collection.
The button for a soft body collection is in the Create panel, in the Helpers option. It is a reactor option. Follow these steps to assign the tutorial soft body to a collection: 1. Select the reactor drop-down menu, and. Select the collection symbol. Open the Modify tab and click Add or Figure 4. Pick to select the soft bodies from the available list. Click the Preview in Window button and. As a result, you may find that you need to set the accuracy level of the simulation much higher than that needed for rigid bodies.
The best way to customize this is by using the Scale. Timestep parameter in the Advanced rollout of the soft collection containing the bodies. Typically, fewer vertices in a soft body result in faster physical calculation.
You can have smooth soft bodies. Certain techniques, such as applying the Mesh Smooth modifier from 3ds max after the Soft Body modifier are sometimes preferable to simply increasing the number of vertices in a body.
For animation, the accuracy can be improved by increasing the number of substeps per keyframe. You can also improve display simulations in the preview window by reducing the size of the timestep or increasing the number of substeps per timestep. Disabling Collections You can temporarily remove an entire soft body collection from simulation by checking this box. Unlike rigid bodies, you cannot change the energy threshold for soft bodies, as soft bodies cannot be deactivated.
You also cannot ignore collisions between soft bodies in a soft body collection. The Scale Timestep parameter changes the internal integration step of the soft collection. If the soft body is behaving in an unstable or unrealistic manner, you can set this parameter to less than 1 to force the collection to take a proportionally smaller timestep.
You can achieve faster simulation by increasing this parameter. The integrator then integrates at a higher than the default timestep. However, there is a risk of instability in doing this. Fixing Soft Objects To fix certain points in objects to world space, you need to apply the Soft Body modifier to a subset of the object's vertices instead of to the entire body.
You can use the Mesh Select modifier in 3ds max to select vertices, before you apply the Soft Body modifier. You select the points in the object that you want fixed, invert the selection and when applying the soft body modifier, you check the NonSelected are Fixed option.
The FFD tool lets you encase a soft body in a simple mesh, and use the mesh for calculating the physics of the body. Using this tool, it becomes much easier to deform soft bodies, and less expensive on system resources. The trade-off with FFD soft bodies is that they are less accurately modeled than other soft bodies. Smoothing Within the Soft Body modifier is an option called Smooth Level that allows you to apply iterative subdivisions to the mesh, which is a useful tool to add a smoother appearance to the soft body.
There are three levels from 0 to 2 iterations of subdivision. This subdivision is only applicable in real-time simulation. It is useless for animation. You should apply this modifier before applying the reactor Soft Body modifier. This second tutorial covers FFD soft bodies.
When you complete this tutorial, you will be able to create an FFD soft body. They are TutorialThreeStart. Within the modifier's Properties rollout is a box diagram that represents the sides of the FFD box as part of the FFD un selection panel. If you apply the modifier and select the Box Faces radio button, you can choose any of the box sides.
You can set the chosen box sides to be set to fixed, ignored or unyielding. The box is oriented x right, y forward and z upward. Create a teapot above a plane mesh. You can load the scene directly from TutorialThreeStart. How to create realistic boatwater interactions in 3ds max. This tutorial does not feature reactor, the inprogram physics engine. Creating water ripple effects in 3ds max part 1 setting. Modeling with images is a great way to model quickly and with details hard to get using other methods.
Available in any file format including fbx, obj, max, 3ds, c4d. I can set the position and speed of the particle flow rain and rain drops, set the gravity force with space warps. For this 3ds max animation tutorial, you will learn how to create a realistic fracture and making it real with materials and lighting.
I had prepared three tutorials about using reactor in 3ds max. Making waterfalls in 3ds max using particles youtube. In boiling water reactors bwr, the fuel is similar to pwr fuel except that the bundles are canned. Creating this 3ds max rain tutorial was fairly easy. For more information, and to get started using this effect in your own max projects, take a look.
Then you can start modeling the bumper, hoods, and windows of the car. Then i open the particle view in 3ds max for editing events. Id like to welcome you to 3ds max , getting started with reactor.
Creating water ripple effects in 3ds max part 8 animating wakes duration. This 3d software tutorial will show you how to use the cloth reactor in 3d studio max. This tutorial explains how to make a simple water jet in 3d studio max without any plugin,material creation included. From the create panel, choose geometry fluids, then click the maxliquid button. Create realistic liquid behaviors such as water, oil, lava as well as replicate gravity and collisions effects.
Basically, i just set up two plane objects, one smaller and above the bottom. The water material appears in the browser only if the active renderer supports it.
Using the displacement modifier in 3ds max we are able to use either image data or procedural texture maps to drive geometry in a design model.
Autodesk3dsmaxtutorial by saud simulating rope in reactor. Download now this realistic pool water vray material has been created using 3ds max. Ill try to keep it simple as my previous 3ds tutorials because i dont wanna.
Whether youre new to autodesks popular modeling software or a seasoned 3d artist just looking to better acquaint yourself with the application, youre sure to be well served by this video tutorial. Patch 3ds max 32 bits 64 bits 3ds max tutorial. You can download the vray plugin for 3ds max and other 3d. In this tutorial we will be looking in depth at the water space warp in 3d studio max.
Free download of water ripples vray material for maya and 3ds max. Our latest 3d studio max tutorial for reactor shall teach you how to animate a realistic looking collision of objects. Water bottle 3d models for download, files in 3ds, max, c4d, maya, blend, obj, fbx with low poly, animated, rigged, game, and vr options. Autodesk3dsmaxtutorial by saud water simulation in autodesk 3dsmax. Learn how to animate a cloth swinging over an object in 3ds max.
Change Mass:1; Friction Finally select the sphere object and change Mass; Friction:1 and Elasticity Select the fracture and go to modify panel. Now go to Utillities panel, click on reactor.
Now expand Havok World rollout. Set Col. Tolerance to 0. Check your animation if it works correctly. Now we have our animation ready. First of all, download the textures and normal maps of this tutorial.
0コメント