View Full Version : reactor max 6 problem
harmonic01 11-06-2003, 03:29 PM Hey Guys. I got the 30 day demo and trying reactor. Now, I watched a video from discreet (it was a free download but I can't find the link now) where a guy showed off Fracture with Reactor. Using an ice cube that is thrown on to a wall. Now, I tried to do the same thing, but for some reason reactor totally ignores the keyframes that I make in the beginning. In the video reactor picks up initial velocity from the first 2 keyframes on the ice cubes.
am I not noticing some kind of check box or something?
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ReneAlex
11-06-2003, 03:40 PM
from the 3ds max 6 reference
Unyielding— When this check box is on, the rigid body takes its motion from the animation it already has in 3ds max, rather than the physical simulation. Other objects in the simulation will be able to collide with it and react to its motion, but its motion will be solely governed by the current animation in 3ds max, and reactor will not create keyframes for it.
is under Physical Properties
:lightbulb
harmonic01
11-06-2003, 03:47 PM
thanks, but that's not what I mean.
Reactor DOES make keyframes, but only after the initial animation. so say from frame 0 to frame 5 you make 2 keyframes of a cube being thrown, after frame 5 reactor would pick up that keyframed animation and do it's simulation. At least that's how it works in that video. But on my end, reactor just ignores my first few keyframes.
ReneAlex
11-06-2003, 03:53 PM
ok...
let try it...
maybe is a scene corruption prob...
lets throw some rocks...
:wip:
harmonic01
11-06-2003, 03:56 PM
ok I got it. Basically if I start the simulation from frame 0, the objects have no velocity. So I need to start the simulation say from frame 3 while the object is in between keyframes and has some velocity. Then Reactor picks up that velocity and goes on simulating.
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