Animation Issues with Reactor in 3ds Max for Braid Simulations

Published on January 08, 2026 | Translated from Spanish
Reactor panel in 3ds Max showing the rigid body collection configuration for animated bones and braid simulations

The Mystery of the Immobile Bone in Reactor

It's a classic problem when working with Reactor in 3ds Max: you've created a perfect chain of bones for your braid, the constraints work wonderfully, but the main bone that should follow the head's animation decides to become a static anchor. The simulation runs, the braid moves with realistic physics, but that key bone remains immobile as if nailed to the ground.

The problem lies in how Reactor interprets animated objects within its collections. Simply adding the bone to the rigid body collection is not enough; it needs to be specifically configured to recognize and follow the existing animation.

In Reactor, an animated bone without proper configuration is like an actor who forgot his script in the middle of the performance

Essential Configuration for Animated Bones

For Reactor to recognize and use your main bone's animation, you need to modify its properties within the rigid body collection. It's not just about adding it, but explicitly telling it how it should behave.

Critical Properties of Animated Mesh

When you configure an object as an animated mesh in Reactor, you're essentially telling the physics engine hey, this object already has its own movement, just calculate the collisions.

The difference between a normal rigid body and an animated mesh is fundamental. The first is completely controlled by physics, the second follows its animation but physically interacts with other objects 😊

Step-by-Step Solution for Realistic Braids

If the problem persists, it's best to rebuild the configuration from scratch following a specific workflow. Sometimes Reactor needs things to be done in a particular order to work correctly.

Testing with a simplified scene first helps isolate the problem. A basic animated cube with a simple chain can reveal if the issue is specific to your scene or the configuration.

After these adjustments, your bone should dance to the rhythm of the animation while the braid follows with realistic physics... although you'll probably discover that making realistic braids is more complicated than braiding them in real life 💇