2009
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 on page 3926
for more info). When you create a constraint those spaces are aligned by
default. After setup, each space moves with the corresponding attached object.
If you have moved the objects and wish to realign the constraint spaces, there
are tools in the helper to do so (see
Working With Constraint Spaces on page
3928 for more info).
File size increases dramatically.
■ If you are using rigid bodies, try the
Reduce Keys on page 4095 utility to
reduce the number of keyframes created for each rigid body.
■
FFD-based soft bodies on page 4043 can also create a large number of keys
in the FFD modifier (one for each vertex for each frame). Although the
Reduce Keys on page 4095 functionality in reactor applies only to rigid bodies,
you can reduce keys in the FFD modifier using the 3ds Max Reduce Keys
tool, available from Track View on page 3503.
reactor runs out of memory during simulation.
Reduce the complexity of the objects simulated:
■ For rigid bodies, use a simpler
geometry or proxy on page 3914 to simulate
the object.
■ For Cloth and Soft Bodies, try to use a coarse mesh for the simulation, then
apply a MeshSmooth modifier on top of the reactor modifier to smooth
the final result.
■ For Soft Bodies, try to use
FFD-based Soft Bodies on page 4043 instead of
mesh-based soft bodies.
For any deformable body, the Avoid Self-Intersection option is particularly
memory-intensive. Avoid using this option if you are having problems
regarding memory.
4122 | Chapter 16 reactor