9
716 Chapter 13: reactor
Inter face
Rig id Body Collection (page 2–723)
Constraint Solver (page 2–736)
Point-Point Constraint (page 2–750)
Point-Path Constraint (page 2–762)
Hinge Constraint (page 2–747)
Rag Doll Constraint (page 2–737)
Car-Wheel Constraint (page 2–757)
Prismatic Constraint (page 2–754)
Linear Dashpot (page 2–730)
Angular Dashpot (page 2–732)
Cloth Collection (page 2–781)
Deforming Mesh Collection (page 2–794)
Rope Collection (page 2–792)
Soft B ody Collection (page 2–788)
Fracture (page 2–770)
Motor (page 2–765)
Plane (page 2–764)
Spring (page 2–727)
Toy Car (page 2–766)
Wind (page 2–803)
Rigid Bodies
The rigid body is the basic building block of
reactor simulations. You can use a rigid body
in reactor to simulate any real-world object that
doesn’t change its shape, from a pen to a boulder
hurtlingdownamountainside.
You can create a rigid b ody using any geometr y
in a 3ds Max scene. reactor then lets you assign
the propert ies the objec t should have in the
simulation, such as mass, friction, and w hether the
body can collide with other rigid bodies. You can
also restrict the possible movement of your rigid
bodies in the simulation using constraints such as
hinges and springs.
This chapter shows you how to create and work
with rigid bodies in reactor. It includes the
following topics:
Rig id Body Basics (page 2–717)
Rigid B ody Collection (page 2–723)
Constraints (page 2–724)