How to Crush a Vehicle Like an Accordion in 3ds Max

Published on January 25, 2026 | Translated from Spanish
Screenshot of 3ds Max showing a car model in different stages of deformation, from its original state to fully compacted, with the Morpher and Skin modifiers visible in the command panel.

How to Crush a Vehicle Like an Accordion in 3ds Max

Achieving a realistic folding of a car after a collision requires applying animation and dynamics techniques. The process is based on using systems that allow controlled manipulation of the model mesh to imitate crushing. The first step is always to prepare the model, verifying that its topology can support extreme deformations 🚗💥.

Using the Morpher Modifier and a Bone System

A direct approach involves using the Morpher modifier. For this, several target states (targets) are generated that represent each phase of the crash, from the first contact to total collapse. Then, the influence value of each one is animated over time. For more artisanal control, an internal rig can be built using bones (bones). Afterward, the Skin modifier is applied to associate the car's geometry with this skeleton. By manipulating the rotation and position of the bones, the bodywork can be folded manually.

Key steps for the manual method:
  • Create multiple deformation targets with the Morpher modifier.
  • Build a bone structure inside the vehicle's volume.
  • Link the mesh to the rig using the Skin modifier for deformation.
The key is to prepare a suitable topology that allows the mesh to bend and compress credibly, without unwanted artifacts.

Simulating the Impact with Physics Systems

For more automatic results governed by the laws of physics, rigid body simulators are used. The model is converted into a Rigid Body within the MassFX workspace and made to collide against a static object, such as a plane or a wall. Adjusting parameters like mass and material resistance is fundamental for realism. Another option is to use the legacy reactor system to generate a structured collapse simulation. Here, forces are applied and constraints are defined to direct how different areas of the car fold, achieving that gradual and sequential compression effect.

Elements for a physical simulation:
  • Set up the vehicle as an interactive rigid body in MassFX.
  • Precisely define the mass and material hardness.
  • Use forces and constraints in reactor to guide the folding.

Final Consideration of the Effect

The ultimate goal is to make the vehicle so compacted that its profile resembles that of a crushed can. Combining the artistic control of methods with Morpher and bones with the realistic unpredictability of physical simulations usually yields the best results. Experimenting with both approaches allows mastering the creation of convincing vehicular destructions for any animation or visual effects project 🎬.