3DS Max Tutorials cloth modifier - Skin Investigation

3DS Max Tutorials cloth modifier

Simulating Physics-Based Motion with Reactor


When you speak of reactor in Max, you really are speaking of physics. Physics is one of the coolest arms of
science because it deals with the science of matter and energy and includes laws that govern the motions and interactions between objects. For animators, this is great news because what you are trying to do is to animate the motions and interactions between objects. Understanding these laws through study and experience will sharpen your animating skills. But you can also take advantage of the work that other animators have done in understanding the laws of physics and turning them into a product that ships with Max. The other animators are a group called Havok, and the product is reactor.

Using reactor, you can simulate many physical properties and automatically capture keyframes as the objects interact. It’s like getting physics degree for free. The reactor menu includes everything you need to access the reactor physics simulation engine. With
reactor, you can define objects as rigid bodies like chairs or bowling balls or as soft bodies like stuffed animals. You can also define specialized objects
including cloth and rope. After physical properties are defined, you can define physical forces to act on these objects and simulate the resulting animation. t also is fun to play with. This section covered the basics of animating a dynamic simulation using the reactor.

Understanding Dynamics: Dynamics is a branch of physics that deals with forces and the motions they cause, and regardless of your experience in school, physics is your friend – especially in the world of 3D. Dynamics in Max can automate the creation of animation keys by calculating the position, rotation, and collisions between objects based on physics equations. Consider the motion of a simple yo-yo. Animating this motion with keys is fairly simple: Set rotation and position keys halfway through the animation and again at the end, and you’re finished.

Now think of the forces controlling the yo-yo. Gravity causes the yo-yo to accelerate toward the
ground, causing the string to unwind, which makes the yo-yo spin about its axis. When it reaches the end of the string, the rotation reverses and the yo-yo rises. Using Gravity and Motor Space Warps, you can simulate this motion, but setting the keys manually is probably easier for these few objects. But before you write off dynamics, think of the motion of popcorn popping. With all the pieces involved, setting all the position and rotation keys would take a long time. For this system, using dynamics makes sense.

Dynamic tools let you specify objects to include in a simulation, the forces they interact with, and the objects to be involved in collisions. After the system is defined, the Dynamics utility automatically calculates the movement and collisions of these objects according to the forces involved, and then it sets the keys for you.



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FAQ

mzi m
How can you animate cloth in 3ds max?

I have seen videos of characters interacting with cloth and i want to know how they animate that.
Like, you get a character picking up a hankie or a character making a bed or toweling their face or touching their cloak. Can that be done in 3ds max and how?
Are there any tutorials for that kind of stuff?

See the "Hair and Cloth" tutorial, it's pretty good.
Basically, you use the Garment Maker modifier to create meshed surfaces suitable for cloth simulation out of shapes, and then use the cloth modifier to simulate its cloth properties.
You don't really need Reactor unless you want to simulate the cloth's effect on other objects (e.g. a ball bouncing on a trampoline).

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