Fracture pieces are allowed to exist in a state of interpenetration, where
restoring forces are applied to separate them. Many objects sitting in
penetrating states next to each other can result in an unstable system.
To make the system more stable and less prone to exploding:
Try one or more of the following:
1
Reduce the
Scale Tolerance value
on page 4017 in the Fracture Penetrations
group of the reactor utility World rollout. This value can be as low as
–1.0, but –0.1 should suffice in most cases. This scales the
Collision
Tolerance
on page 4087 for pieces of a fracture object. A negative Scale
Tolerance value effectively shrinks the object as it is perceived by the
collision-detection system. Pieces that were snug against each other now
have a comfortable safety zone where no collisions take place. This is tied
to the Collision Tolerance value, so changing Collision Tolerance changes
the effective tolerance used when fracture pieces collide with other fracture
pieces. It dramatically reduces unstable oscillations. This is the most
effective thing to try when you wish to avoid explosions.
2
Manually offset the pieces from each other, leaving a physical gap between
all pieces. The gap should be as big as Collision Tolerance * Scale
Tolerance.
3
Increase the Energy Loss value on the Fracture object's Properties rollout.
This is the percent of energy that can be "lost" in the fracture event by
transferring momentum from the broken piece to the unbroken Fracture
object. Increasing it increases the relative velocity between the newly
fractured piece and the remaining unfractured pieces. Ultimately this
reduces the chances of a chain-reaction of unstable oscillations.
4
Increase the Separation Time value and/or decrease the Velocity Cap in
the
Fracture Penetrations
on page 4017 group of the World rollout. This
controls how aggressively reactor pushes the pieces out of a state of
interpenetration. After doing this you may notice visible interpenetrations.
5
Slice up your object in a different configuration. Avoid creating very small
pieces, especially if they are right next to very large pieces.
6
Turn on the Use Connectivity check box on the Properties rollout of the
Fracture helper. When connectivity is enabled, clumps of pieces that are
disconnected from other clumps but still internally glued to each other
are set free to move independent of the other clumps. This serves to create
gaps between fractured pieces earlier, so unstable oscillations won’t
happen.
4018 | Chapter 16 reactor
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...