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max_5
08-20-2003, 09:33 PM
I am making a punching bag animation using 3ds max 5, character studio, and reactor for the bag physics. My question for reactor is how to simulate the fist hitting the bag. I have set it up so that the bag is hung from a rope modifier. The only problem is with getting something (like a box) to collide with the bag. Basically, how do you get an object with a user defined animation to collide with a reactor defined object?

My character studio question is how do you add keyframes after the footstep animation?

Thanks

coboman
08-21-2003, 07:45 PM
That is a great question.
I have the same problem with a flag, I have made the cloth and it falls beatifully and interacts with a static pole. But when I move the pole to wave the flag, the cloth doesn't follow the movement and "collides" with the position where the box was at the beginning of the animation, and the animated geometry passes through.

The problem is, I have never seen an animation made with reactor where an animated object interacts with other stuff. I am starting to believe that it is not possible.

AXE
08-22-2003, 07:35 AM
Actually, it IS possible to make an animated object interact with others in a simulation.

I had the same problems some time ago. If I can remember right, your animated object should be already moving when the simulation starts, and not just start moving together with the beginning of the simulation.

I hope this helps a bit...:shrug:

PoPpiN
08-31-2003, 12:28 PM
Hi

To make an animated object interact with other objects through Reactor you have to make the animated obejct unyielding

Utilities - Reactor - Properties (for the hand or glove)

When unyielding the hand or glove wont react to dynamics but will react on other objects

Hope this helps

Regards from Denmark

Ernst K

dubge
08-31-2003, 01:26 PM
for CS question convert footsteps to freeform. it's the 2 arrows next to the save button at the top of the biped rollout. i haven't got into reactor yet.

BooTy
09-01-2003, 11:19 AM
when you have something in motion then the motion must start before the simulation ... i.e. u have to set the simulation to start a few frames into the animation so it can take the actual state of the objects as initial state for simulation ... at the beginning of animation the objects are static so if you take this state then the simulation takes the zero speed (because there is zero speed at the first frame) and takes the objects as static ...

about the bag ... i guess you just have to make some object that is supposed to hit it ... so you have to animate that object and perform the collision simulation (start it few frames after the start of that object)

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