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Reactor Problem - Shell size input not working
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  • reform
  • Posted: 24 April 2008 07:12 AM
  • Location: Glasgow
  • Total Posts: 199
  • Joined: 22 August 2006 07:22 AM

When I try to adjust the shell size of an object in the reactor properties rollout, max doesn’t retain the number I enter. It seems pretty random, ie I enter 1 and max changes it to .05. But on another object, if I enter 1, it stays as 1. If I enter .05 on this other object, it changes it to 1 !?!? Totally bizarre!

Is there a bug with entering a shell size? I’ve never seen this behaviour before when entering numeric values in max.

Units are set to millimeters, world units 1=1mm. Rounding shouldnt be an issue and even if it was you wouldn’t get a value of 1 being changed to 0.05…



patrick.reformstudios.com

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You said your in reactor properties? You dont want to use Shell as a modifier instead?



"If I see that damn teapot one more time....”

3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM

Video Card: Galaxy GeForce 210 (Nvidia)

My Website: http://drmoore3d.com

Replies: 0
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  • reform
  • Posted: 24 April 2008 12:33 PM

Well, the problem seems to effect alot of the parameters in reactor… not just shell. Friction, elasticity, etc.
I think there’s some units calculations going awry somewhere… I’ve rescaled the scene and the problem seems to have gone away.

I thought the shell option in reactor was used to reduce the risk of interpenetrations, not to give non-thick objects a thickness…

I did have serious problems stopping interpenetrations on this scene, and the problem seemed to be due to the speed that I was animating the “unyielding” object… even when setting my sampling way high (to 1000 and above), reactor still failed to calculate the collisions properly...only slowing the animation seems to result in a good result. I had tried tweaking the hell out of all the other likely suspects of causing bad collisions… ie collision threshold, scene scale, velocity, etc. without any joy.

Thanks for helping anyway!



patrick.reformstudios.com

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Yeah, I was just figuring that if you used it as a modifier and then collapsed it in the stack, then reactor would be able to compute it efficiently.



"If I see that damn teapot one more time....”

3ds Max 6.5 - Max 2012
Windows 7 Intel Core 2 Quad Q9400 2.13 GHZ
64-Bit, 8 GB RAM

Video Card: Galaxy GeForce 210 (Nvidia)

My Website: http://drmoore3d.com

Replies: 0