You can create a reactor
Rope using any spline object in 3ds Max. The Rope modifier turns
the object into a deforming, one-dimensional chain of vertices.
You can use rope objects to simulate ropes, as well as hair, chains,
fringing, and other rope-like objects.
A rope must be added
collection in order to be simulated.
To create a rope:
- Create the spline-based shape to use
to create the rope. As with all
bodies, the underlying topology of this
object will influence the rope's behavior. If the spline contains
only two vertices, then the rope simulation geometry will have only
a single section and will behave in a particularly un-rope-like
fashion as a result. More vertices will allow the rope to bend easily
and behave more realistically.
- With the object selected, choose one
of the commands listed above.
The Rope modifier appears
in the object's modifier stack.
To edit a Rope's physical properties:
- Select the Rope object.
- On the Modify
panel, ensure that the reactor Rope modifier is selected in the
- Use the Properties rollout to edit the
properties, which are described in the Interface section, following.
Rope Properties rollout
The rope's mass in kilograms.
This affects the rope behavior on collisions against other objects,
its buoyancy when interacting with water, and the stretching caused
rigid bodies: the higher the mass of the
rope, the less stretching induced by the rigid body.
Lets you specify a thickness
for the simulated rope, as the shape used to create the rope has
no inherent thickness. A rope with a thickness of 0.0 will not be
visible in the simulation.
The coefficient of friction for
the rope's surface. As with rigid bodies, this affects how smoothly
the rope will move relative to surfaces it’s in contact with. The Friction
values for both objects are combined to produce a coefficient for
- Air Resistance
The extent to which the rope
loses energy as it moves.
- Rope Type
default rope type.
much the rope can stretch.
quickly oscillations settle down when the rope is compressed or
- Num WeavesThe
extent to which the rope's inflexibility extends across vertices.
For example, a value of 3 ensures that all vertices separated by
three or fewer sections are subject to extra forces to stop bending.
Large Num Weaves values produce an inflexible rope, whereas small
values mean that only sections very close to each other will have
restricted relative movement.
- Keep ShapeWhen
on, the rope tries to keep its original shape, such as a spiral,
rather than returning to a straight line. The effectiveness of this
depends on the number of weaves (the higher of number of weaves,
the stronger the shape-keeping forces).
a simpler, and hence less computationally expensive, model to simulate
the rope. Ropes of this type are quite stiff, and cannot be configured
in the same way as ropes with a Spring type.
- Avoid Self-Intersections
When on, the rope will not
intersect with itself during the simulation. This results in a more
realistic simulation, but can increase simulation time.
- Start With Current State
The rope starts the simulation
using the current state stored in the modifier. This can be useful
if you have, for example, draped the rope around something in the
Preview Window and then updated the viewport using Update MAX. When
off, the rope starts with the state it had originally, below the modifier
in the stack.
- # Stored Keyframes
The number of keyframes,
if any, stored for the rope. reactor stores keyframes for the rope
if you create an animation, or if you use Update MAX in the Preview Window.
- Clear Keyframes
Clears any stored keyframes
for this rope.
- Use Soft Selection
Allows you to use Soft Selection
to smooth the transition between keyframed and simulated vertices
for this deformable object. For more information, see
- Reset Default Values
Resets the values for
this rope to their defaults.
These options let you
create a different types of deformable constraint for the body.
For more information, see
Constraining Deformable Bodies.