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828 Chapter 13: reactor
Pi cking obj ects dur ing pr eview ma k es
them go unstable.
Try reducing the strength and damping of the
mouse spr ing on the Display rollout (page 2–812).
Obj ects ba rel y move when p ick i ng
dur ing pr evi ew.
Try increasing the strength and damping of the
mouse spr ing on the Display rollout (page 2–812).
IcantseeanythinginthePreview
Window.
It might be caused by the lack of a proper camer a;
create a camera and select it in the Display rollout
(page 2–812). If still doesn’t work, tr y changing
the far and near clipping planes.
The preview shows ever ything in black .
Ifthesceneusestexturemapsbutthesoftware
can’t find the map f iles, they’re show n as black.
Disable textures by pressing
X during the preview
(page 2–815).
Af ter the simul at ion I get a war ning
report ing that objects moved to inf inity.
When instability occurs, rigid b odies can reach
extreme velocities and therefore move to infinity.
If reactor detects this condition when creating
an animation, it does not create keyf rames, but
instead reports the problem once the animation
is finished.
Check also the Rigid bodies become unstable (page
2–824) sec tion above.
There is a v isible gap between r igid
bodies in the simulation.
Tr y reducing the Collision Tolerance of the
simulation.
reactor complains about a no longer
exis ting node.
Thiscanhappenifyourenameanobjectthatis
used as geometry or display proxy (page 2–719)
for a rigid body; proxies are stored by name, so if
you change the name of the proxy you ll have to
manually update the rig id bodies that use it.
Error : All vertices are coplanar, use
concave mesh.
By default, geometries in reactor are simulated
by using their convex hull. reactor cant create a
convex hull from geometry in which all the vertices
lie in the same plane, such as a standard 3ds Max
plane. Those geometries need to be simulated as
concave. Check the Rigid Body Pr operties (page
2–717) section for more information.
R ope si mulat ion modif ies the
smoothness of the s pline.
Although reactor s imulates cloth as a series of
linked vertices, the Rope modifier (page 2–789)
tries to produce a smooth curve going through
the vertices. In most cases the cu rve generated
by the m odifier is suitable, but in some cases (for
example, if the vertices in the spline are far apart)
you might find that the generated curve is not
optimal. In those cases you can:
Modify (refine) the spline below the Rope
modifier so there is a uniform distance, not
too great, b etween vertices. You will need to
re-create the animation in order to see the final
results.
Modify the spline after the Rope modifier using
an Edit Spline modifier (page 1–680). This is the
most flexible option.
Animation work s in the preview, but not
in 3ds Max af ter creating the animation.
reactor creates the animation for rigid bodies
(page 2–716) by sending transforms (new rotation