9

Troubleshooting 827
that you’ve bound to the space warp by modifying
the Scale St rength value in the Water w orld-space
modifier (page 2–803). The fi rst option (inc reasing
the Max Ripple value) is preferable, but you need
to re-create the animation in order to see the
effect. The second option (increase the Scale
Strength parameter in t he modifier) affects only
theobjectboundtotheWaterspacewarp. It
can thus produce inconsistent results if you have
objects floating in the water, be cause they won’t be
affected by the change.
I ca n’t see any stored collisions.
Make sure youve set reactor to store collisions
(page 2–774) during the simulation. Collisions are
stored only for rigid bo dies; not for Cloth, Soft
Bodies, or Rope.
Constrained objects snap at the
beginning of the simulation.
During a simulation, reactor tries to match the
two constraint spaces (sub-objects) defined in the
constraint (see Constraint Concepts (page 2–725)
for more info). When you create a constraint those
spaces are aligned by default. Af ter setup, each
spacemoveswiththecorrespondingattached
object. If you have moved the objects and wish
to realign the constraint spaces, there are tools in
thehelpertodoso(seeWorking With Constraint
Spaces (page 2–726) for more info).
File size increases dramatically.
If you are using rigid bodies, t ry the Reduce
Keys (page 2–813) utility to reduce the number
of keyframes created for each rigid body.
FFD-based soft bodies (page 2–786) can
also create a large number of keys in the
FFD modifier (one for each vertex for each
frame). Although the Reduce Keys (page
2–813) functionality in reactor applies only to
rigid bodies, you can reduce keys in the FFD
modifierusingthe3dsMaxReduceKeystool,
available from Track View (page 2–501).
rea ctor r uns out of memor y dur ing
simulation.
Reduce the complexity of the objects simulated:
For r i gid bodies, use a simpler geometry or
proxy (page 2–719) to simulate the object.
•ForClothandSoftBodies,trytousea
coarse mesh for the simulation, then apply a
MeshSmooth modifier on top of the reactor
modifier to smooth the final result.
•ForSoftBodies,trytouseFFD-based Soft
Bodies (page 2–786) instead of mesh-based soft
bodies.
For any deformable body , the A void
Self-Intersection option is particular ly
memory-intensive. Avoid using this option if you
are having problems regarding memory.
Using FFD-B ased Soft B odies to animate
apartofamesh,thewholeobjectseems
to be r otated by the s imula tion.
If you are using FFD Soft Bodies (page 2–786) to
animate just a subpar t of a mesh, make sure the
Animate Transform check box is off, as this option
works only for FFD animating the whole mesh.
Using FFD-B ased Soft B odies to animate
a whole mesh, some weird squashing
h appens on occas ion .
If you are using FFD Soft Bodies (page 2–786)
to animate the whole mesh, sometimes the FFD
modifier deformation can show artifacts when the
lattice points are rotated. Try switching on the
Animate Transform check box in the modifier to
avoid those artifacts.