Mô tả việc sử dụng nội dung không tự do một cách hợp lý - biểu trưng không tự do . Toàn bộ biểu trưng được dùng để chuyển tải ý nghĩa mà nó hàm chứa và . Để minh họa hình ảnh của logo Autodesk 3ds Max trong bài viết tương ứng. | CHAPTER 12 Particles and Dynamics Animating targe numbers of similar objects frequently can be a time- consuming and arduous task. With hundreds if not thousands of individual objects and their animated parameters and transforms to consider this is a task that one object at a time could quickly become overwhelming. 3ds Max has several tools for animating large numbers of objects in a scene including instanced objects externally referencing objects instanced modifiers the Crowd utility for characters and particle systems for controlling any number of particles. Particles are usually small objects often in large numbers that can represent rain snow a swarm of insects a barrage of bullets or anything else that requires a large quantity of objects that follow a similar path. Another method of creating animations for several objects simultaneously is through the use of reactor the physics engine contained within 3ds Max. Using reactor you can calculate the interactions between many rigid and soft body objects or simulate fluids or rope dynamics. Topics in this chapter include Understanding Particle Systems Setting Up a Particle System Particle Systems and Space Warps Using Rigid Body Dynamics Using Soft Body Dynamics 480 chapter 12 Particles and Dynamics Understanding Particle Systems Particle systems are a means to manage the infinite possibilities that can be encountered when controlling thousands of seemingly random objects in a scene. The particles can follow a tight stream or emanate in all directions from the surface of an object. The particles themselves can be pixel-sized elements on the screen or instanced geometry from an object in the scene. Particles can react to space warps such as wind and gravity and bounce off objects called deflectors to give them a natural flow through a scene. Particles can even spawn new particles upon collision. All particle systems have two common components the emitter and the particles. The emitter as you would guess is the .