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Beobrand
04-16-2003, 10:09 PM
I'm using 3ds max 5 and reactor.

I have a box as the floor (set to unyielding) and a rigid body object and a cloth above that...when simulated they fall and react together -- the rigid body stops on the box, the cloth folds over the objects, but as the cloth hits the box, both the rigid object and the cloth proceed to fall through the box.

Also, is there any way of getting a group of objects to work as a whole in reactor?

Any ideas?

P.S. You can see I don't know much about reactor! Thanks in advance.

RJB
04-17-2003, 03:04 AM
Don't use a box as the floor. Use the plane object that comes with reactor.

Dave Black
04-17-2003, 03:42 AM
Increase your samples, or, increase the poly count of the floor object.

Remember that in reactor, no object within the simulation can be co-planer.

Also, you may want to look into the actual methods that reactor is using to calculate the scene.

I'm working on a small tutorial on physics simulation within Max. It will be available for DL soon.

If you'd like to be informed when this tutorial is available, please send an email to:

subscribe@3dzealot.com

If you have more questions, please feel free to ask away.

-3DZ

:D

jimcoldt
04-17-2003, 05:11 AM
I was just reading about this in the reactor manual... it was in the section at the end about Physics/how reactor calculates...

I believe the answer involves adjusting the "frames/key" and/or the "time steps"...
If the steps are too low, fast-moving objects don't get calculated often enough and have a tendency to pass through each other.


Try adjusting the collision tolerance as well... it may be too low.


This is a somewhat half-assed explanation, but the manual should clear it up...

-jim

Beobrand
04-17-2003, 09:11 AM
Thanks for the replies guys. I'll have a look and see if I can get it to work.

RJB: Is there a special plane object? I used a plane to start with, but changed it to a box as I had the same problem. I'll look into this too.

gaggle
04-17-2003, 10:57 AM
I just had that exactly problem and solved it by increasing samples from 10 I think, to 150. Might be overkill, but at least in my specific scene things didn't slow down too much.

Plane-primitives won't work with reactor because of the coplanar problem 3DZ mentioned. Reactor errors out if you try and add such a plane to one of its groups.

Instead you use the Reactor Plane, found where all the other Reactor objects are. It's an infinite plan, extending in all directions, so some care has to be taken when using it. Very handy when used though, it certainly seems to solve faster than than having a box for the ground.

Beobrand
04-17-2003, 11:03 AM
Great stuff, gaggle. Thanks.

I'll try that tonight.

BTW, I get the coplanar error with a sword object I have tried to use in the rigid body group. It is a 3DS object I downloaded and is made up of several pieces, which I had grouped together...I think the error was with the "blade" section...could it be that this is made up of a stretched narrow plane? What exactly is coplanar anyway?

The reactor documentation doesn't have the word in its index...

jimcoldt
04-17-2003, 03:15 PM
Actually, a regular plane will work, as long as you set it to be concave in the Reactor properties...

RJB
04-17-2003, 06:51 PM
There is a special plane object that comes with reactor. It is specially made for reactor, and is not the same thing as the plane geometry object.

Create -> Helpers -> reactor

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