
■
Usually, increasing the number of
substeps
on page 4085 in the simulation
improves the stability of the simulation.
■
Also for springs and dashpots, avoid attaching objects with very different
masses. Using a Strength value similar to the mass of the objects attached,
and a Damping value of 1/10th of that Strength usually give good results.
■
If you are using
constraints
on page 3925, make sure you have aligned the
constraint spaces
on page 3926 properly.
■
If many objects start the simulation too close too each other (inside
collision tolerance
on page 4088), reactor will try to push them apart at the
beginning of the simulation. Try increasing the space between them, or
reducing the collision tolerance.
■
If you have constrained two rigid bodies so they are in continuous
contact/penetration (like an upper arm and a forearm), be sure to
disable
collisions
on page 4090 between those bodies.
■
Adding
drag action
on page 4089 can help damp the overall simulation. Try
increasing the linear drag in the scene.
■
If you are working with Fracture, the
Fracture Tips
on page 4017 section
provides information on how to avoid instability.
Cloth/Soft/Rope object stretches too much
If you have attached (using the
Attach to RB Constraint
on page 4067) it to a
falling object, be sure to turn off Do Not Affect Rigid Body. If the problem
remains, increase the mass of the Cloth/Soft/Rope, or decrease the mass of
the attached rigid body. Increasing the strength and damping of the
Cloth/Soft/Rope should also improve the situation.
Objects seem to move very slowly
Make sure you are using the proper
World Scale
on page 4087 in the scene. A
10cm box falling from a 1m height doesn't behave the same as a 1km box
falling from a height of 10km: The second one will reach the ground much
later). Use real-world units or have a proper mapping between 3ds Max units
and simulation units (
World Scale
on page 4087).
Why, after simulation, do I get warnings regarding "topology changes"?
The term “topology” refers to the internal connections of the vertices, edges
and faces of a mesh. If you change the number of vertices in a mesh, you are
4118 | 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 ...