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688 Chapter 12: Animation
3.
OntheCreatepanel>SpaceWarps>Particles
and Dynamics > Object Type rollout, click
Gravity.
4. Drag in the Top viewpor t to create a Gravity
gizmo.
5. On the Utilities panel, click Dy namics.
6. On the Dynamics rollout, click New.
Dynamics00 appears in the Simulation Name
field.
7. ClickEditObjectList.
TheEditObjectListdialogdisplays.
8. Select all the boxes in the dialog and click the >
button, then click OK.
All the objects are moved to the Objects in
Simulation list on the right side of the dialog.
9. On the Dynamics rollout, click Edit Object.
The E dit Object dialog displays.
10. InthelistunderObject,chooseBox01.
11. Turn on Dynamics Controls group > This
Object is Uny ielding.
12. ClickOktoclosetheEditObjectdialog.
The"ground"boxwon’tmovewhentheother
objects collide with it.
13. On the Dynamics rollout, in the Effects g roup,
turn on Global Effects.
14. Click Assign Global Effects, select Gravity in the
dialog and click > (right arrow), then click Ok.
This assigns gravity to all objects in the
simulation.
15. On the Dynamics rollout, in the Collisions
group, turn on Global Collisions.
16. Click Assign Global Collisions, select al l the
boxes in the dialog and click > (right arrow),
then click OK.
Collisions are active for all the boxes.
17. Tu r n on Update D isplay w ith Solve, and t hen
click Solve.
In the viewports the objects fall and collide
with each other and the ground plane.
18. Turn on the Auto Key button, move the time
slider to f r ame 15, and then select and move the
"ground" box upward along the Z axis.
The ground will "move" during the simulation.
19. Click Solve.
The keyfr amed "ground" box moves up
and collides with the boxes. The ability of a
keyframedobjecttobepartofasimulationis
one of the useful features in 3ds Max. You could
use this capability to strike a ball with a bat,
for example.
For f urther experimentat ion, create a spring
object in Create panel > Geometry > Dynamics
Objects and attach the ends of the spring
object to two of the b oxes and then solve the
simulation. The spring will st retch and follow
the b ouncing boxes.
You can use the space warps in Create panel
> Space Warps > Dynamics Interface, such as
SDynaFlect (Spherical Dynamics Deflector) to
cause a particle stream to "push" an object in a
dynamics simulation.
Toremovethedynamicstracksandrestorethe
original animation tracks in Track V iew:
When you solve a dynamics simulation, 3ds Max
creates a list controller that holds both t he
generated dynamics keys and the original keys.
This lets you easily restore the original keys. Undo
is not supported by Dynamics.
To layer simulations, reverse this method. In other
words, after you’ve solved the first simulation,
copy its controllers to the old tracks, and then
set up the next le vel of the simulation. The new
simulation will base its actions on the previous one
instead of overwriting it, as it normally does. You