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Part X: Dynamic Animation
3. In the Select Objects dialog box, click the Select All button and then the Select button to select
and make all objects in the scene rigid body objects. Then right-click to exit Rigid Body Collector
mode.
4. Select the Box and sphere objects that make up the floor and bowl, select Animation ➪ reactor ➪
Open Property Editor, and enable the Unyielding option. This prevents these two objects from
moving. Then select the sphere bowl object, and enable the Concave Mesh option.
5. Select all the marble objects in the scene, and set the Mass value to 5.0.
6. Then select Animation ➪ reactor ➪ Preview Animation to open the Preview window, and press the
P key to start the simulation.
7. If the animation looks fine, select Animation ➪ reactor ➪ Create Animation to have reactor com-
pute all the keys.
Figure 43.2 shows the bowl full of marbles positioned using reactor.
FIGURE 43.2
reactor can compute all the collisions between all these marbles.
Using reactor Collections
One of the first steps in creating with a simulation is defining the object properties. For example, a simple
sphere object in Max could represent a bowling ball, an orange, or a tennis ball. Each of these objects
responds very differently when being animated to drop on the floor.
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