Special Effects
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3DS MAX
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9
Autodesk® 3ds Max® 9
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Special Effects
Tutorial Files
All the files necessary for this tutorial
are provided on the program disc in the
\tutorials\simple_particle_effects directory.
Before starting the tutorials, copy the \tutorials
folder from the disc to your local program
installation.
Creating Cigarette Smoke 791
the default values that govern particle generation reminiscent of smoke. But the movement of the
and lifetime. particle system still looks artificial.
Add a drag space warp: Bind the drag space warp to the smoke particles:
1. Go to the Create panel and click 1. Click Bind To Space Warp, then in the
the Space Warps button. Top viewport click the Super Spray system, and
2. Make sure Forces is the active space warp type. hold the button down as you drag to the Drag
space warp.
3. On the Object Type rollout, click Drag.
Now a drag force is applied to the particles. The
4. In the Top viewport, drag to create a Drag space
force is non-uniform: there is more drag along
warp near the Super Spray.
the Z-axis (up and down in the scene) than in
other dimensions.
2. Activate the Camera02 viewport, then
play the animation.
The effect of the Wind space warp is decreased.
The Drag warp slows down the particles.
Drag space warp created in the Top viewport 1. Select the Wind space warp.
The particles still appear as a bunch of 3. Set the Grow For value to 90 and Fade For to 30.
solid-looking dots (by default, they render as 3D In these last steps, you have increased the
triangles). To make them more convincing as overall size of the particles and randomized this
smoke, first you adjust the particle geometry, then size by plus or minus 30 per cent. Each particle
you apply an appropriate material to them. now grows for 90 frames, from an initial size
of zero to the full size it will achieve. Thirty
Creating Cigarette Smoke 797
frames before it dies, it begins to shrink back Assign the material to the smoke particles:
down to a size of zero. (Remember that you
have set each particle to live for 180 frames.) • Click Assign Material To Selection, or drag
from the sample slot to the Super Spray particle
Cigarette Smoke Material system.
Now that you’ve adjusted the particle geometry, A rendering would show that the smoke is now
you can shade the particles to look like smoke. The more smoke-colored, but has hard, jagged
trick to this is to use a soft, partially transparent edges from the square facing particles.
material that allows the particles to blend together
and form a wispy smoke pattern. Because the
particles are rendered as square facing geometry,
a radial gradient with transparent edges can
accomplish this.
soft and semi-transparent as possible, especially this tutorial, a slightly different particle system,
with high particle counts. So the Gradient map PArray, emits particles from an object surface.
should be the only thing that sets the Opacity
of the particles, but you also want the overall
Opacity to be very low. For this animation, you
turn off the base Opacity value completely.
6. In the Basic Parameters rollout, set the Opacity
value to 0.
The rendered scene now has very soft smoke
that rises up, grows gradually in size, and is
blown around and perturbed by the wind from
the fan.
Make a particle system that will be emitted from the Choose the fire hydrant nozzle as the particle
fire hydrant: emitter:
1. On the Create panel, make sure 1. With the PArray icon selected, go to the
Geometry is active. Choose Particle Systems Modify panel.
from the drop-down list. 2. Click the Pick Object button at the top of the
2. Turn on PArray, then drag in the Right viewport Basic Parameters rollout.
to create a PArray particle system. 3. Press H , and then choose Firehydrant-
nozzle01 in the Select Objects dialog. Click
Pick.
Now if you drag the time slider, you’ll notice
that particles shoot out in all directions. By
default, PArray emits particles from the entire
surface of the selected object, in the direction
of the polygons’ normals. (If the normals
were flipped, the particles would emit inward,
toward the center of the hydrant.)
For this scene, the particles should emit only
from the cap face at the end of the nozzle. To do
PArray in Right viewport
this, create a sub-object selection.
Add gravity to control the stream: The default parameters for the Gravity space
warp are satisfactory, so you don’t need to adjust
1. On the Create Panel, click Space them. Gravity is pretty straightforward: simply a
Warps. directional force with realistic acceleration.
2. With Forces the active space warp category,
Bind the gravity space warp to the particles:
click Gravity. Drag in the Top viewport to create
the space warp near the fire hydrant object.
1. Click Bind To Space Warp.
By default, Gravity is exerted along the negative
Z axis (away from the viewer) in the viewport 2. Drag from the PArray particle system to the
where you create it. So using the Top viewport Gravity space warp. When the cursor changes
to create Gravity makes it pull downward, as to notify you that the binding is legal, release
one usually expects. the mouse button.
The Gravity space warp highlights briefly to let
you know that the operation is complete.
802 Chapter 8: Special Effects
3. Now drag the time slider again. Bind the deflector to the particles:
Particles emitted from the nozzle are now
affected by gravity, and fall downwards. 1. Turn on Bind To Space Warp.
Unfortunately, at this point they also fall 2. Drag from the PArray particle system to the
through the street. Renderable geometry does Deflector space warp. When the cursor changes
not deflect particles. To model the street, to notify you that the binding is legal, release
you’ll create a Deflector space warp to stop the the mouse button.
particles when they reach ground level.
The Deflector space warp highlights briefly to
Add a deflector at street level: let you know that the operation is complete.
3. Drag the time slider.
1. On the Create panel, click Space The PArray particles emit from the nozzle, fall
Warps if necessary. Change the active space downward due to Gravity, and then bounce
warp category to Deflectors, and then click off of the Deflector. At this point, the particles
Deflector. bounce too much. In reality, when an object
2. Drag in the Top viewport to create the Deflector bounces or reflects from an object, a certain
space warp. This space warp’s icon should cover amount of energy is lost. Also, the particles
the area covered by the Street and Curb objects. don’t come to rest but keep moving as if the
It can extend beyond their bounds, as well. street object were a smooth sheet of glass. Both
Creating the Deflector in the Top viewport of these problems can be corrected by adjusting
ensures that it is created at ground level. Deflector parameters.
Unlike some kinds of space warps, the size and
location of the Deflector icon have an effect in 4. Select the Deflector space warp if
the scene. The deflector controls the region necessary and go to the Modify panel.
where particles will be deflected. A deflector
5. In the Parameters rollout, change the Bounce
doesn’t render, but its placement affects particle
value to 0.2, and increase the Friction value to
interaction.
10.0.
6. Drag the time slider.
Now particles reflect from the Deflector with
less velocity, and as they slide across its surface,
the increased friction makes them come to rest
eventually.
randomness to the Speed, creating a pulsating 5. Locate the Speed parameter for the PArray
motion. Object by expanding Object (PArray).
Tip: If you can’t locate PArray01 in the Track
Assign controllers to the Speed parameter:
View dialog, choose Display > Filters, and
assure that Objects is selected in the Show
1. Select the PArray particle system group of the Filters dialog.
in the viewport.
6. With the Speed parameter chosen, choose
2. On the Modify panel > stack display, click the Controller > Assign. Choose Bezier Float from
PArray system to activate its controls, rather the Assign Float Controller dialog.
than one of the space warp bindings.
The Bezier Float controller inherits a value
of 10 from the original Speed setting. You
can actually keyframe this value, but in this
animation there is no need to do so.
7. Choose Controller > Assign again, and choose
Float List from the Assign Float Controller
dialog.
Float List is a List controller that combines
controller values. If you expand the Speed
hierarchy in Track View, a track labeled
Available appears at the bottom of the Speed
tracks. This is where you add new controllers
Before and after selecting the PArray level
to the list.
3. On the Particle Generation rollout, right-click 8. Click the Available track to highlight it, then
the PArray’s Speed value. choose Controller > Assign once more, and
choose Noise Float from the Assign Float
Warning: Don’t right-click the up/down arrows to
Controller dialog.
the right of the spinner. This resets the Speed to 0.0.
9. The List Controller dialog appears. Dismiss it,
4. In the pop-up menu, choose Show In Track
and select the Noise Float: Noise Float item in
View.
Trackview.
Track View opens to show the various
10. Right-click Noise Float: Noise Float and select
parameters for PArray.
Properties from the quad menu.
The Noise Controller dialog appears.
804 Chapter 8: Special Effects
Notice that there is still an Available track at the Set up particles to render as facing geometry:
bottom of the Speed hierarchy. You can add as
many controllers to the list as you want. This
1. Select the PArray particle system
can be a powerful technique.
and go to the Modify panel.
Creating Gushing Water 805
The particles still look a bit "blobby," for water. To an hour. Alternatively, you can play the file
improve this, you can use Image Motion Blur. gushing_water.avi, provided on the program disc.
Introductory Tutorial
The best way to understand Particle Flow is by
using it. This tutorial will acquaint you with some
of the basic methods of working with Particle Flow.
Before you release the mouse button, make sure The test type is Particle Age, so this means that
you see a solid blue line in Event 01 under the all particles that have existed for more than 15
Display operator. If the line is red and goes frames will test True, and be passed on to the
through an existing operator, the Age Test will next event.
replace that operator. If you drop the Age Test Next, you’ll create a new event and wire it to the
outside of Event 01 it will create a new event. test.
4. From the depot, drag the Shape operator
(“Shape”) to an empty part of the event display,
below Event 01.
change the Speed and Direction settings. When Here, you will use an existing particle flow
you change a setting, the change is reflected animation, and add BlobMesh to the particles to
in the viewports in real time, even during make them look like a thick, liquid substance.
playback.
Set up for this lesson:
Try right-clicking actions and events and using
Rename to give them custom names. Even with 1. Open the file tut_blobmesh_start.max from the
a custom name, an action’s tooltip reveals its tutorials\blobmesh folder.
type. This file contains animation of a can of
Another facility of the right-click menu is to whipped cream spraying particles onto a bowl
add comments to actions and events. Once of strawberries.
you do so, a small red triangle indicates the 2. Play the animation.
comment’s presence.
Congratulations! You now have a working
knowledge of Particle Flow. If you’d like to try
some more tutorials, go to the Particle Flow
tutorials.
BlobMesh is a compound object in 3ds Max that
creates a set of spheres from geometry, shapes, or
particles, and connects the resulting mesh together
as if the spheres were made of a soft substance.
Summary
The BlobMesh compound object provides an easy
way to make soft, liquid substances, especially
when used in conjunction with a particle system.
Tutorial Files
All the files necessary for this tutorial are provided This creates a target camera pointing at the
on the program disc in the \tutorials\lens_flares center of Mars.
directory. Before starting the tutorials, copy
5. Activate the Perspective viewport. Change it to
the \tutorials folder from the disc to your local
a camera viewport by pressing C .
program installation.
816 Chapter 8: Special Effects
Adding Lights
There are no lights in the scene. In this step, you’ll
add two Omni lights: one to light Mars, and the
other to be the Sun.
6. In the Modify panel, go to the Advanced Effects 2. Go to the Modify panel and click the
rollout > Affect Surfaces group, and increase Atmospheres & Effects rollout title to open it.
the Contrast setting for marslight to 77.
You won’t see the changes until you render the
scene.
You still don’t see the light that will be your Sun
in the rendered image. It won’t appear until you
add effects in the next topic.
Tip: Try different contrast values and render
each one. The higher the value, the sharper the
edge of the light.
In this topic, you’ll create a simple glow effect and Lens Effects is now listed in the Atmospherics
add a ring and a star effect to it. This will allow the and Effects window.
Sun to glow in the sky above the planet.
You can add as many different effects as you like
to create the sun’s glow. Try this effect, and then
experiment with others.
Parameters rollout. Choose Ring and move it 1. Increase the intensity of the Ring Element to
to the list on the right. A ring appears around 133.0.
the Main Sun in the Effects Preview window. 2. Lower the size of the ring to 14.0.
3. Increase the thickness of the ring to 65.0.
4. Turn on Glow Behind to place the glow from
the Sun behind the planet.
Now the Sun looks more realistic.
Summary
This tutorial has shown how to create Glow, Ring,
and Star lens effects, and how to adjust their
settings. It also showed how multiple Glow effects
can create the effect of ambient lighting, how to
create and navigate a camera viewport, and the use
of omni lights for scene illumination.
Designs. Using shapes, modifiers, lighting effects 3. In the Perspective viewport, move your cursor
and Video Post, you produce an animated logo. over the center of the grid, then drag out a
sphere.
Files for This Tutorial 1. On the toolbar, click the Material Editor
button or press M on the keyboard to open
All the files necessary for this tutorial the Material Editor.
are provided on the program disc in the
The Material Editor opens in a floating window.
\tutorials\worldwide_designs directory. Before
The first material is active, highlighted in white.
starting the tutorials, copy the \tutorials folder
from the disc to your local program installation. 2. Rename the material Planet Earth.
Setup:
Bitmap texture for the planet
• Continue from the previous lesson, or open
The material in the Material Editor now \tutorials\worldwide_designs\tut_wwdesigns_
displays the earth map on a sphere. globe.max.
The Auto Key button turns red and the active The next step is to rotate the earth’s axis to give
viewport is outlined in red to remind you that it a realistic tilt.
now you are in Auto Key animation mode. 11. While Select And Rotate is still active, move
5. Move the time slider to frame 100. your cursor over the rotate gizmo in the
6. Press A on the keyboard to turn on Angle viewport. When the Y axis turns yellow, rotate
Snap. the earth approximately –15 degrees about the
Y axis so the earth is tilted.
This will make it easy to rotation an exact
amount. Because Auto Key is off, this rotation affects the
entire animation.
7. On the toolbar, turn on Select And 12. Save your work as mywwdesigns02.max.
Rotate.
The rotate gizmo displays on the sphere in the
viewport.
Tip: To increase the size of the transform gizmo,
press the + key on the keyboard.
Tilted earth
Setup:
7. Click the Zoom Extents to zoom in the
• Continue from the previous lesson, or open Front viewport.
\tutorials\worldwide_designs\tut_wwdesigns_
glode_rotating.max. Add extrude and bend modifiers:
Animate the text: 7. On the Key Info rollout, move to key number 1
using the arrows, then set Continuity to 0.
1. Make sure Text01 is still selected,
then open the Motion panel. In the Assign 8. Turn off Auto Key and play the
Controller rollout, choose Rotation in the animation. The rotation of the text and
Transform Position list. earth sphere should be smooth and loop
continuously.
2. Click the Assign Controller button to open
the Assign Rotation Controller dialog. Choose Next, you’ll add a couple of lights for dramatic
TCB Rotation from the list. effect.
3. At the bottom of the Key Info rollout, turn on 9. Activate the Top viewport and Zoom out
Rotation Windup. so you see some empty space around the Earth.
4. At frame 0, turn on the Auto Key 10. In the Create panel, choose Lights
button and rotate the text around the Y axis and click Omni. Then in the Top viewport, set
until the text is behind the sphere. a light in front of and another light behind the
No key will be created, yet. planet.
Add a background:
1. Open the Rendering menu > Environment.
2. Click the Environment Map button. In the
Material/Map Browser, double-click Bitmap.
Navigate to \tutorials\worldwide_designs and
choose stars10.jpg.
This is a large high resolution starfield
background.
3. Move the time slider to frame 50.
Golden text
12. With the Modify panel still active, scroll Adding a Volume Light and
the rollouts until you can see the Spotlight Volume Fog
Parameters rollout. In the Light Cone group,
make sure Circle is turned on. You’ll now add a fog effect to the spotlight and
create a light foggy haze around the planet.
13. Experiment with different values for
Volume Light provides light effects based on the
Hotspot/Beam and Falloff/Field until the size of
interaction of lights with atmosphere, such as fog.
the light beam is focused on only one letter.
If you prefer that the logo text scroll more • Continue from before or open
slowly, you’ll add an additional 100 frames to tut_wwdesigns_globe_add_vol_lite.max.
the animation.
Create a Camera from View
Add frames to the animation: If you’re continuing from before, you’ll notice that
there is no camera in the scene yet. You can create
1. Click the Time Configuration button. one by doing the following:
2. In the Time Configuration dialog, set Length
1. Activate the Perspective Viewport. Adjust it as
to 200. you like to frame your shot.
2. On the Views menu, click Create Camera from
3. On the toolbar, click the Select by Name
View.
button. In the Select Objects dialog, select
Planet Earth and Text01. The Perspective viewport label changes to
Camera01.
The keys appear in the track bar.
4. On the track bar, select the key at frame 100 Add another spotlight
and slide it to frame 200. Now you’ll create another spotlight shining from
5. Play the animation again. The logo text and the underneath the globe.
earth sphere rotate more slowly. 1. Activate the Front Viewport, and zoom back so
6. Save your work to an incremental file name. you have more room.
Choose File > Save As. Click the + button.
832 Chapter 8: Special Effects
Add volume fog: The color you selected is now displayed in the
You’ll now create an additional fog effect around Color swatch.
the earth. But first, you need to create a type of 8. In the Volume group turn on Exponential and
helper object called an Atmospheric Apparatus increase the Density to 100.0.
that will serve as a container for the fog.
Adding a Flare Effect 835
Adding a Flare Effect You’ll now use Video Post to easily create an effect
that will add interest to your animation.
Using Video Post, you can add events that occur in
1. Choose Rendering menu > Video Post.
a finished video. In this case, you are using Video
Post to add a flare effect that simulates a bright The Video Post dialog appears.
star behind the earth sphere to give the animation
more of an outer space look. 2. From the Video Post toolbar, click Add
Scene Event. In the View group, name the Label
Camera01. Click OK.
The animation will be created using the
Camera01 viewport.
836 Chapter 8: Special Effects
Now you need to give your sphere some 8. Set the Mass to 50.0.
physical properties. If you do not specify any physical properties
6. Select the sphere, and on the reactor toolbar,
for an object, it automatically uses the default
rigid-body properties when simulated. You
don’t want the box to move in this example,
click Open Property Editor .
so the default properties are sufficient for this
If the reactor toolbar isn’t visible, right-click object. It uses the default Mass value of 0.0, and
an empty area of the main toolbar, and choose is therefore fixed in space.
reactor from the context menu.
You now have two objects with physical properties.
You haven’t assigned any physical properties However, your scene is not yet valid for simulation.
to the sphere yet, so the dialog displays default You must add the objects explicitly to the
values. simulation using a Rigid Body Collection.
Note: If you don’t have an object selected in
the scene, or if you select an item that cannot
be used as a rigid body (such as a rigid body Getting Collective
collection), the dialog controls are unavailable.
If you have a valid rigid body and want to use it
7. Look at the editor’s Physical Properties rollout. in a simulation, you need to add it to a rigid body
collection. At the start of the simulation, reactor
examines the scene for all enabled rigid body
collections. It then takes the rigid bodies from the
collections and adds them to the simulation. In
this example, you will create a collection and add
the sphere and box to it in order to add them to
the simulation.
840 Chapter 8: Special Effects
You can also add objects to the collection with Examine your scene in the preview window:
the Add button, as in the following step.
1. Go to the Utilities panel, click the reactor
4. Click Add. This opens a standard selection button, and, on the About rollout, make sure
dialog that contains a list of the remaining Choose Solver is set to Havok 1.
available rigid bodies in the scene.
Tip: To remove a rigid body from the collection, 2. On the reactor toolbar, click Preview
highlight it in the Rigid Bodies list and then Animation.
click Delete. This opens your scene in a preview window. By
5. From the list, choose the sphere, and then click default, your scene is initially displayed from
Select to close the dialog and add the sphere the Perspective view. You can use the left mouse
to the collection. button to rotate the camera, the middle button
Tip: A useful shortcut for creating an RB to pan, and the scroll wheel to zoom.
Collection is to select the objects before you 3. To start your simulation, open the Simulation
create the collection. If you select several menu in the preview window and choose
objects and click Create Rigid Body Collection, Play/Pause, or press P on your keyboard. Your
an RB Collection is created which already simulation start and the sphere will fall onto
contains the selected objects. the box.
Geometry Types 841
You can use your right mouse button to drag reactor creates keyframes for the positions and
the sphere around the scene. However, you orientations of your rigid bodies for each of
cannot move the box, because it has no mass. those 100 frames.
Tip: To reset the simulation, press R . 3. Click Play Animation to watch the
4. When you’re finished exploring your animation in the viewport. You should see your
simulation, return to 3ds Max by closing the sphere falling onto the box and rolling down
preview window. over the edge of it.
4. At frame 0, select the sphere if necessary, and
Create physically-based keyframes:
then Alt +click the sphere and, from the
Next, you will create keyframes for the objects’ quad menu > Set quad, choose Delete Selected
interaction. A sphere falling onto a level surface Animation.
isn’t very interesting, so first you will tilt the box so
The sphere’s keys on the track bar go away.
the sphere will roll along its surface.
picture frame, where simulating a concave picture 2. Hold down Ctrl and select the sphere, adding
frame would be slow, but simulating a group of it to your selection set.
four convex boxes representing the frame sides The cylinder and sphere should be the only
would not. selected objects.
In this lesson, you will combine the two non-fixed 3. Choose Group menu > Group.
rigid bodies in your scene (the sphere and
Use the Group dialog to name the new group
cylinder) to create a single rigid body. In doing
toy_body. Click OK to continue.
so, you will see the differences between primitive
properties and rigid body properties. Each 4. Select the RB Collection helper object, and add
primitive in a rigid body can have a separate mass your new group to the collection.
and simulation geometry, while friction, elasticity,
and display body properties are applied to the 5. Click Preview Animation to watch the
entire rigid body. simulation.
To create your compound rigid body, you will You should get an error saying that the sphere
need to select the objects and group them using and cylinder can no longer be rigid bodies.
the group functionality in 3ds Max. This group This is because they are being used as part of an
can be added to the rigid body collection as a new active compound rigid body, so you will need
rigid body. to remove them as single objects from the rigid
body collection.
Continue using the scene from the previous
lesson, or open reactor_intro_5.max from 6. On the RB Collection Properties rollout of the
\tutorials\reactor\introduction. Modify panel, hold down Ctrl and select the
sphere and the cylinder, and then click Delete.
Create a compound rigid body:
1. Select the cylinder and move it down into the 7. Click Preview Animation and watch the
sphere, so that it resembles a pair of arms. simulation.
Now you can see that the sphere and cylinder
act as parts of the same object.
Making It Wobbly 2. Select the three spheres used for the eyes and
nose and open the Rigid Body Properties dialog
The toy you are going to make will have a
non-uniform mass distribution, which, in this
.
case, means that most of its mass will be centered
about its base. This will have the effect that the toy 3. Set the simulation geometry to Bounding Box.
will not roll or fall over, but will try to right itself, Since these spheres won’t play a large part in the
and will wobble around. This behavior is possible simulation, you can treat them as very simple
because the primitives in a compound rigid body geometry to speed up the simulation.
can have different masses. All you have to do is 4. Select the head of the toy and set its simulation
add a small, heavy object inside the bottom of the geometry to Bounding Sphere.
toy and most of its mass will reside there.
You can keep the torus’s simulation geometry
Continue using the scene from the previous as Mesh Convex Hull, or you could create a
lesson, or open reactor_intro_6.max from copy and simplify it as a proxy, as you did with
\tutorials\reactor. the cylinder.
Complete the toy: 5. Once you have finished creating and arranging
these objects, add them to the toy_body group.
1. First, complete the toy’s geometry. Create a
For each object, select the object, choose Group
torus for its waistband, a sphere for the head, menu > Attach, and then click toy_body.
two small spheres for eyes, and one for the nose.
Change the mass distribution for a rigid body:
1. Select the toy_body group and choose Group
menu > Open.
846 Chapter 8: Special Effects
4. Add a small box (Height, Width, and 7. Select the small box, choose Group menu >
Length=3.0) inside the body sphere and near Attach, and then click toy_body to add the box
the bottom of the object. to the group.
Note: You can continue using your file or Create the toy box:
you can open reactor_intro_8.max from 1. In your scene (away from the other objects),
\tutorials\reactor\introduction. create five boxes with Length and Width=400.0,
and Height=25.0.
Change the accuracy of your simulation:
2. Arrange the boxes to form a larger, hollow box.
Extract initial velocities for rigid bodies: factor of their original value. In this section, you
will reduce the keyframes for your rigid bodies.
1. On the reactor toolbar, click Create Note: You can continue using your file or
Animation. you can open reactor_intro_12.max from
Keyframes are created between frame 0 and 100 \tutorials\reactor\introduction.
for your rigid bodies’ motions.
Remove redundant keyframes after simulation:
2. On the Utilities panel click reactor, then on
1. On the Utilities panel > click reactor and
the Preview & Animation rollout, set Start
expand the Preview and Animation rollout.
Frame=100 and End Frame=500.
2. In the Preview and Animation rollout, set Start
• Using Ragdoll constraints for hips and create a simulation that mirrors your everyday
shoulders, back and neck. experiences, or if you’d prefer, an alien world
with gravity pointing to the right!
Tutorial Files
All the files necessary for this tutorial
are provided on the program disc in the
Making Objects Physical
\tutorials\reactor\ragdoll directory. Before The character model you are working with may be
starting the tutorials, copy the \tutorials folder thought of as 18 individual pieces: 17 which are
from the disc to your local program installation. bones and an eighteenth, which is the skin that
envelopes them. As far as reactor is concerned,
the skin plays no part in the physical simulation
Setting Up the Rag-Doll Scene of the scene; it is simply an aesthetic feature in
that it presents a more realistic human look than
In this lesson, you set up the scene by opening a
the underlying bones. Only the bones themselves
3ds Max file.
are simulated and they feedback new coordinate
Open the sample file: information to the skin so that it may properly
deform to keep the bones wrapped up.
• Choose File menu > Open and open
character.max from \tutorials\reactor\ragdoll. With this in mind the first thing you must do is
give each of the bones a value for its mass.
You are presented with a simple scene
containing some stairs, a floor and a character
Set physical properties for the bones:
model.
As you can see, all of the bones are named so nice final result, if you’d like to add greater
that their position in the body is apparent; realism to the simulation you should try to give
LCalf, RFoot, Head, etc. the different components a comparable value
3. Select all the bones and click Select. to their real life equivalents, keeping the ratio
of masses relative. For example, your forearm
4. On the Utilities panel, click reactor and should not have the same mass as your thigh!
open the Properties rollout. For this tutorial, accept the default values of 0.3
for Friction and Elasticity. However, feel free to
tweak their values and see the results. Elasticity
controls how bouncy the object appears to be; a
greater value leads to a bouncier feel. Friction
controls how easy it is to slide the object across
a given surface in the scene; larger values lead
to increased resistance.
Next, you will give the background objects (the
steps of the staircase and the floor) a physical
presence in the scene.
6. Select the steps and the floor in the scene.
Note: The Constraint Solver works only if all the Next you’ll choose the objects to which to
constraints act upon rigid bodies that belong to assign to this constraint.
the same Rigid Body Collection. 3. In the Modify panel > Properties rollout, click
Next, you’ll specify the collection to which to the button labeled None, next to Child.
apply the Constraint Solver.
4. With the solver selected, open the Modify 4. Press H and choose RFoot in the Pick
panel > Properties rollout, and click the button Object dialog, then click Pick
labeled None, below RB Collection. The Child button should now read RFoot.
5. On the Modify panel > Properties rollout, turn
5. Press H and choose RBCollection01 on the Parent check box.
from the Pick Object dialog.
This indicates that you want to constrain two
Now you’re ready to start connecting bones objects together, rather than one object to the
together, and soon will have your rag doll tumbling world.
down the stairs. You’ll use the Hinge constraint to
6. Click the button labeled None, next to Parent.
connect the various bones in the character, first
joining the right foot and calf bones to simulate
an ankle. 7. Press H , choose RCalf from the Pick
Objects dialog, and then click Pick
Create Hinge constraints for the ankles: The button beside Parent should now read
1. On the Create panel > Object Type rollout, RCalf and the scene should look like this:
click Hinge.
2. Click anywhere in a viewport to create a Hinge
constraint.
Setting Up Knees, Elbows, Ankles and Wrists 863
10. Repeat this process for the left foot and calf
bones.
A. Twist Axis
B. Plane Axis
C. Twist x Plane Axis (outward)
1. Twist Min.
2. Twist Max. A. Twist Axis
3. Twist Range B. Plane Axis
C. Twist x Plane Axis (outward)
1. Cone Min.
2. Cone Max.
A. Twist Axis
B. Plane Axis
C. Twist x Plane Axis (outward)
1. Twist Range
A. Twist Axis
The other two axes are interlinked and together
B. Plane Axis
the control the allowed volume that the child body
C. Twist x Plane Axis (outward)
can occupy. So first you’ll have a look at the cone
angles that allow you to specify the volume that the If you imagine the constraint representing your
child may move through: shoulder, the green volume is the range of allowed
positions that your upper arm may occupy.
However, you can refine the allowed volume
further by using the plane axis to enforce plane
868 Chapter 8: Special Effects
A. Twist Axis
A. Twist Axis C. Twist x Plane Axis
B. Plane Axis 1. Plane Min. Cone
C. Twist x Plane Axis (outward) 2. Plane Max. Cone
1. Plane
2. Plane Min. Cone
3. Plane Max. Cone
4. Plane Min.
5. Plane Max.
A. Twist Axis
C. Twist x Plane Axis
1. Plane Min. Cone
2. Plane Max. Cone
A. Twist Axis If the volumes do not intersect, the plane limits do
B. Plane Axis not have any effect in the constraint; however, by
C. Twist x Plane Axis (outward) allowing the cones to intersect, and deeming the
1. Plane overlapping volume as invalid body positions, you
2. Plane Min. Cone can limit the allowed positions for the child body
3. Plane Max. Cone further still.
This allows you to create two different scenarios;
one where the cones generated by the plane limits
intersect with cone produced by the cone angles
and the one where they do not:
Setting Up Hips, Back, Neck and Shoulders 869
A. Twist Axis
B. Plane Axis
C. Twist x Plane Axis
Create Ragdoll constraints for the back, neck, and 2. On the Modify panel > Properties rollout,
shoulders: click Add.
• The table below gives a list of the constrained
bodies, the constraint name and the constraint
Cone Cone Plane Plane
Constraint Name Child Parent Twist Min Twist Max
Min Max Min Max
RHipJoint RThigh Pelvis -5.0 5.0 -25.0 55.0 -45.0 2.5