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photoshop
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3d.studio.max
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macromedia.flash
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desktopX
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object.explosion l 04-11-2k1
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[ specifications ]
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LEVEL: EASY. PROGRAM NEEDED: 3DMAX R3+. Author:
[ ryan
]
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[ comment ]
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This tutorial is designed to be a VERY basic
lesson in 3D studio max r3. It is for beginners
and is intended to get you started and learn the
basics of the program. I will attempt to do my
best to cover every angle of what I'm doing so
no matter your skill level; you shouldn't be left
in the dust. With that said, lets begin.
*** Note: 3DSMAX is kinda hard to use when you
dont master everything in it, so in this tutorial,
I will try to explain every step clearly.
(***) the *** in the step text are the part where
the picture show the result of it so far. Start:
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[ download ]
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[ step 1 ]
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Begin by opening your copy of 3D smax or going
to the file menu and clicking reset. This will
clear your current workspace and give us a fresh
start.
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[ step 2 ]
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Along the top you will see a toolbar with several
tabs, click on the objects tab. Select the teapot
object then go to the bottom right window labeled
perspective and click and hold then drag the mouse
to scale the image of a teapot that will appear.
You can then right click on the teapot and press
move to move the object as you please to a desired
position in your workspace.
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[ step 3 ]
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Now that we have our main object, we will get
to the fun part, blowing it up. Go to the top
toolbar and select the particles tab. Select the
third one from the left, the Parray particle system
and then go to the perspective view and place
it anywhere you want in the view, the size and
location do not matter.
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[ step 4 ]
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Once you have created it a menu on the right
side will open showing all the modifiers available
for the Parray particle system. Under the basic
parameters section of the menu there will be a
button labeled pick object this button will allow
you to assign the Parray particles to a certain
object, in this case our teapot. Click the pick
object button and then click on the teapot.
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[ step 5 ]
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Also under the basic parameters section there
will be an area labeled view port display select
mesh, this will allow you to see the particles
of the teapot in your workspace later on.
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[ step 6 ]
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Once you have done that, head down to the particle
type tab, this is located in the modifications
area for your Parray, same place as basic parameters
was. In the particle type tab there will be a
section at the top labeled particle type select
object fragments as your particle type. This will
make the teapot fragments explode off the teapot.
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[ step 7 ]
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You can now go to the section in the particle
type tab labeled object fragment controls in this
section select number of chunks instead of all
faces. This will smooth out your teapot and make
your fragments look more realistic. You can modify
the number of chunks as you see fit, pull the
timeline bar across the bottom to watch the explosion
take place, and to adjust the chunks to however
you think looks best.
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[ step 8 ]
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Now head to the rotation and collision tab to
adjust your fragments a little more. Under spin
speed control select the spin time and set it
to 80, this will make your particles spin in a
cool way, also change the variation to 20, This
will vary each particle's spin time by 20%, making
the spinning look more random.
**Note** I don't
really like the spinning so I don't use it, but
if you like it go for it, that step is optional
though.
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[ step 9 ]
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Now that you have probably pulled the timeline
back and forth a few times watching the teapot
blow up in front of you, you are probably wondering
a couple things. First off why does your explosion
suddenly stop and all the pieces disappear at
frame 30? Well, this can be adjusted in the particle
generation tab, head to that area and scroll to
the part labeled particle timing in this section
change the life to 100, allowing the explosion
to continue for 100 frames.
Text 1: So now you've
got the teapot blowing up, you can now go to the
display properties box in the top left, select
the original teapot, then click hide selected
under the hide section and be satisfied with your
exploding teapot.
Or you can continue reading to make your explosion
a lot cooler. If you do decide to continue you
must make sure your teapot is NOT hidden, so click
unhide all, then continue with the next step.
Another thing you may be thinking now is, well
the explosion looks cool, but the old teapot is
still there, wtf? Well to fix this problem we
will need to hide the original teapot at frame
10 and at the same time have the explosion of
the teapot at frame 10, so it appears that the
entire teapot is exploding and nothing is left
behind.
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[ step 10 ]
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First off head over to the modifiers for the
Parray particle system you made and go to the
tab particle generation. Under this tab look at
the particle timing section and change the emit
start to 9, this will make the explosion begin
at frame 9. Now we want the teapot to be in the
movie until frame 9, then to disappear and have
the exploding teapot blow up.
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[ step 11 ]
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To do this we need something called a visibility
track. Go to the top of the screen and select
the track view menu, the click open track view.
Scroll down the list until you find a button labeled
objects, then expand that one by clicking the
+ symbol beside it. Then select the object in
the pull down area that appears called teapot01,
this is your teapot from the scene. Once you have
clicked on it look along the top bar of buttons
in the track view and press the one that looks
like an eyeball. Once you have pressed it this
will add a new track to your teapot, called visibility,
you may have to expand the teapot section by clicking
the + on the left of it to view this new track.
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[ step 12 ]
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Select the visibility track by clicking on it
under the teapot section. Then move up to where
you found the eyeball and look for a button called
add keys, once you have found it press that button.
The visibility track should just a plain white
section of boxes with gray on either end. Go the
gray end on the left hand side and click there,
this will add a key. Head to the far left side
(in the gray again) and add a key there to. At
the bottom of the track view you will see a timeline,
this is also the timeline for your movie, so go
to frame 9 in the timeline and create another
key. Now right click on the key frame in frame
number 9. Now since we want the teapot to become
invisible at this point, the value must be changed
to a negative number any number will work so choose
anything negative. Now to make our visibility
changes sharp change the in and out boxes in the
key frame properties to the one with all 90 degree
angles in it:
,
then go to your other 2 key frames and change
their in and out properties to be the same, but
don't adjust their value setting. Now close out
of the track view window and pull the timeline
at the bottom to see your results.

**click for full view!
Text 2: Ok so far
so good, the teapot looks decent, but wouldn't
it be cooler if we could add things like a real
looking explosion, gravity and a deflecting ground
just as easily? Well, you can, if you'd like to
find out how just continue reading.
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[ step 13 ]
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Ok let's start out by using a really cool effect
in our movie called gravity. Go to the particles
tab and select gravity space warp.
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[ step 15 ]
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Now right click on your gravity and select modify
mode from the drop down menu. It will appear over
on the right, adjust the strength section under
the parameters tab to be 0.25, this determines
the strength of the gravity and how fast it will
pull down the fragments. You can also adjust the
strength setting whenever you see fit to have
the right amount of gravity for your scene.
Text 2: Ok now we
have gravity, so all the objects fall... and fall...
and fall... We should fix that.
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[ step 16 ]
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Lets start by going up to the particles tab
at the top and selecting deflector space warp.

This will deflect the fragments from wherever
you put it making a more realistic explosion.
We will use it as a ground in our scene. Now in
the top left view box, create a quite large deflector
pad, this will make objects hit it and bounce
or crash depending on your settings. So, as far
as the exploded fragments fly, your deflector
pad should be that big. Once it is created in
the top left right click on it and select move
then situate it directly under the teapot so the
teapot is sitting on it, as though it were a table.
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[ step 17 ]
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Now we have a deflector pad, but like the gravity,
we need to bind it to the teapot explosion, so
go back to the main toolbar tab and select bind
to space warp again. Then click on the deflector
pad and drag the line that appears over the Parray
particles then release the mouse, this will bind
them together.
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[ step 18 ]
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Now put the deflector pad into modify mode,
if it isn't already, and change the bounce of
it under the parameters section to 0.5.
**Tip** Now that
you have bound your particle to space warps to
edit them you must right click on the Parray and
select edit base object.
Text 4: Well now
you have gravity and a ground with a little bounce
to it, what more could you want? An actual fiery
explosion? Well keep reading; it's on its way.
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[ step 19 ]
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To start off our explosion go to the helpers
tab along the top and select the sphere gizmo.
Create the gizmo in your scene about the size
of your teapot, a bit bigger though. Create it
the same way as you created your other objects.
Once it is made use the move function to situate
it directly around the teapot in all four views.
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[ step 20 ]
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Now select the render tab along the top and
click the environment button. Under the atmosphere
section press the add button and select combustion
from the list that pops up. This will open up
combustion parameters, in this section click the
pick gizmo button, and select the sphere gizmo
we just created; this will assign the explosion
to that gizmo.
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[ step 21 ]
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To setup the explosion settings, it is a lot
of personal preference, here are some for you
to use, until you come up with your own that look
better.
Flame type: tendril
Stretch: 1
Regularity: 0.3
Flame Size: 15
Density: 15
Flame Detail: 7
Samples: 15
Phase: 0
Drift: 0
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[ step 22 ]
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Now at the bottom of the combustion parameters
check the box labeled explosion and then press
the setup explosion button and change the start
time to 9. Then press ok. if all went well, your
scene should now look similar to this
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[ step 23 ]
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Well your scene is done, now you need to render
it, click the render button in the top menu and
press render. Then adjust the time output to be
range 0-100. Then go to the render output section
and click files, save it wherever you want, as
an .avi file and then click render, sit back and
wait.
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[ step 24 ]
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Now you have your movie, it blows up a teapot,
has gravity, has a deflective ground and has a
cool fiery explosion, not only that, but you learned
some of the basics of 3D studio max. So from here
on, you can change the colors and texture of your
teapot to better suit your scene and you can use
those basic principles to blow up, well, just
about anything. Good luck to you all thanks for
reading my tutorial hope you enjoyed!
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