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Collison detection ?

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Message 1 of 10
Anonymous
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Collison detection ?

Anonymous
Not applicable

Is there a way to do a collision detection ?  for example,  during an animation can a moving object change the color of another object after collision ? 

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Collison detection ?

Is there a way to do a collision detection ?  for example,  during an animation can a moving object change the color of another object after collision ? 

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9 REPLIES 9
Message 2 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

Physical events need to be handled with something like MassFX or the particle system.

 

There are at least 2 quick and dirty ways to do what you want.

 

Method 1.

 

Have a duplicate set of meshes with an alternate texture/material and render yur animation in 2 parts, one up to the collision with the original material, then continue with the alternate meshes with the second material.

 

Method 2.

 

Animate the colour of the material.

 

The attached max file demonstrates method 2. Examining the Colour parameters in the Curve Editor will show you what is happening.

Physical events need to be handled with something like MassFX or the particle system.

 

There are at least 2 quick and dirty ways to do what you want.

 

Method 1.

 

Have a duplicate set of meshes with an alternate texture/material and render yur animation in 2 parts, one up to the collision with the original material, then continue with the alternate meshes with the second material.

 

Method 2.

 

Animate the colour of the material.

 

The attached max file demonstrates method 2. Examining the Colour parameters in the Curve Editor will show you what is happening.

Message 3 of 10
Anonymous
in reply to: Anonymous

Anonymous
Not applicable

Not exactly what I'm trying to produce; let me try and explain it a different way.   I have an animation of a truck on a predetermined path.  There are obstacles the truck will come in contact.   When it does I want to change the appearance of the obstacles.   I work in the nuclear industry and we have to show what structure or components need to be removed  when replacing a large piece of equipment like a tank, pump, etc.   

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Not exactly what I'm trying to produce; let me try and explain it a different way.   I have an animation of a truck on a predetermined path.  There are obstacles the truck will come in contact.   When it does I want to change the appearance of the obstacles.   I work in the nuclear industry and we have to show what structure or components need to be removed  when replacing a large piece of equipment like a tank, pump, etc.   

Message 4 of 10
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

If you have 2017, Another option might be to use the new 2017 map called TextureObjectMask in a blend material with a non-renderable plane for collision.  (Or sphere, or whatever.)  (If you have Vray, you could pull this off in any version of max with the VrayDistanceTex perhaps, with even more control.)

 

I have a quick file here that might help.  Otherwise for previous versions of max (where that map doesn't exist) you may be able to get something working with particle flow and the dynamic material operator, and you might just manually switch the objects out as suggested by @Anonymous

 

If you're on 2017 though, this is pretty slick and it could work.  One thing to note is that the viewport doesn't show the material change, it only shows in render.  I also went ahead and made a dynamic object in case you were looking for motion on them too.  (Rather have too much than too little for you.)  

 

I hope this helps, let me know if you have any other questions or problems.  

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards

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Hello @Anonymous,

 

If you have 2017, Another option might be to use the new 2017 map called TextureObjectMask in a blend material with a non-renderable plane for collision.  (Or sphere, or whatever.)  (If you have Vray, you could pull this off in any version of max with the VrayDistanceTex perhaps, with even more control.)

 

I have a quick file here that might help.  Otherwise for previous versions of max (where that map doesn't exist) you may be able to get something working with particle flow and the dynamic material operator, and you might just manually switch the objects out as suggested by @Anonymous

 

If you're on 2017 though, this is pretty slick and it could work.  One thing to note is that the viewport doesn't show the material change, it only shows in render.  I also went ahead and made a dynamic object in case you were looking for motion on them too.  (Rather have too much than too little for you.)  

 

I hope this helps, let me know if you have any other questions or problems.  

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards

Message 5 of 10
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

I just wanted to follow up here and see if your issue was resolved.  How did it go?  

 

Best Regards,

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Hello @Anonymous,

 

I just wanted to follow up here and see if your issue was resolved.  How did it go?  

 

Best Regards,

Message 6 of 10
Anonymous
in reply to: Alfred.DeFlaminis

Anonymous
Not applicable

I apologize for the delay in responding, but I have been out of the office for a site walk down.  I do have 2017 and that seems to be what I am trying to accomplish, but I have yet to try it with my animation.   thanks

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I apologize for the delay in responding, but I have been out of the office for a site walk down.  I do have 2017 and that seems to be what I am trying to accomplish, but I have yet to try it with my animation.   thanks

Message 7 of 10
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

No problem, I'm glad that things may work out.  Just let me know if you have any questions or continue to have issues and I'll be here to help you.

 

Best Regards,

0 Likes

Hello @Anonymous,

 

No problem, I'm glad that things may work out.  Just let me know if you have any questions or continue to have issues and I'll be here to help you.

 

Best Regards,

Message 8 of 10
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni
Accepted solution

Hello @Anonymous,

 

I have some screenshots here that describe this in a bit more detail to address any technical problems that may have arisen.  Please let me know if you have questions.  (I did rename the materials to make them easier to read here.)

 

BlendCollision.png

 

 

 Screenshot2.png

I also attached these images in the case they are hard to read.  

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

Hello @Anonymous,

 

I have some screenshots here that describe this in a bit more detail to address any technical problems that may have arisen.  Please let me know if you have questions.  (I did rename the materials to make them easier to read here.)

 

BlendCollision.png

 

 

 Screenshot2.png

I also attached these images in the case they are hard to read.  

 

Please hit the "Accept as Solution" button if my post fully solves your issue or answers your question. This lets me know that I was effective in helping you, and thank you for doing so.

 

Best Regards,

Message 9 of 10
Anonymous
in reply to: Alfred.DeFlaminis

Anonymous
Not applicable

thanks for you help !  One more thing, is there a way to keep the native colors shown in a model before the mask and animation ?  

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thanks for you help !  One more thing, is there a way to keep the native colors shown in a model before the mask and animation ?  

Message 10 of 10
Alfred.DeFlaminis
in reply to: Anonymous

Alfred.DeFlaminis
Alumni
Alumni

Hello @Anonymous,

 

Well, not really.  But a decent workaround would be to place the object texture in an unused material slot (I use self illumination a lot) and uncheck the map from being used.  Then, within that map, click the "Show Map In Viewport" button.  It'll display the map on the object even though that slot isn't in use.  It's as close as we'll get for right now.  I've attached the file with this in effect for both the blue and red materials.  We basically trick max into showing something in the viewport that isn't really active.  

 

Best Regards,

0 Likes

Hello @Anonymous,

 

Well, not really.  But a decent workaround would be to place the object texture in an unused material slot (I use self illumination a lot) and uncheck the map from being used.  Then, within that map, click the "Show Map In Viewport" button.  It'll display the map on the object even though that slot isn't in use.  It's as close as we'll get for right now.  I've attached the file with this in effect for both the blue and red materials.  We basically trick max into showing something in the viewport that isn't really active.  

 

Best Regards,

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