3ds Max, collision and dynamics
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- renascent
im trying to create a realistic "car crash"... working with dynamics, here you can see what i have sofar (simple block example) http://www.renascent.nl/_x/crash…
the block now flies off into infinity... i used gravity to get it to move forward, which i imagine isnt the right way to move a car forward anyways... theres also gravity above the "road" that initially make the block hit the road before it bounces against the other block...
uhm... well any help appriciated
please send me an email if you like to help me out.
- unfittoprint0
I've been doing some animations using 'warpers' like gravity and wind for some time. But only recently I started to play with collision dynamics. Here's some tuts I've gathered...
http://www.cebas.com/us/p-p_coll…
http://www.x4artists.com/tutoria…
http://www.terra.es/personal2/pa…
MAX's help file gives also a good insight of how all this works...
I've heard that discreet's Reactor deals very easily and accurately with this issue. I might give it a try in the next few days...
- renascent0
thanx, yah whats in those tuts is the real basics, i know those, i guess i need it a tad more advanced ;)
- unfittoprint0
couldn't the car be affected by another gravity after the collision... you could end gravity1 in the timeline and then use gravity 2 to bring it 'down'...
anyway this is not the correct way to do it. Not realistically at least. Reactor could take care of that...