Professional Technique for Linking Bipeds to Moving Objects with Reactor

Published on January 08, 2026 | Translated from Spanish
3ds Max screenshot showing a Biped with hand linked to a cube using rigid constraint in Reactor

When Your Biped Needs to Hold On Tight (But Without Magic)

Linking a Biped's hand to a moving object with Reactor can seem as complicated as juggling water balloons... if you don't know the power of rigid constraints. 🎯 Here's the professional method to achieve it without everything turning into a physical disaster.

Step-by-Step Setup

  1. Create two Reactor collections: One for the Biped's hand, another for the object
  2. Add rigid constraint from the Reactor Constraints panel
  3. Link hand and object in the constraint (Parent=hand, Child=object)
  4. Adjust parameters:
    • Breakable: Off (unless you want it to release)
    • Stiffness: 1.0 for maximum rigidity
A well-configured rigid constraint is like an invisible hand that never lets go of its prey... but without the problems of a rope simulation.

Table of Optimal Parameters

ParameterRecommended ValueEffect
Stiffness0.8-1.0Prevents unwanted elasticity
Damping0.3-0.5Reduces oscillations
BreakableOffMaintains permanent link

Common Errors and Solutions

Crucial fact: 90% of constraint problems are solved by checking: 1) Correct collections, 2) Proper hierarchy, and 3) Stiffness parameters. The remaining 10%... requires restarting Reactor. ♻️

Now that you master this technique, your Biped will be able to hang from moving objects, be dragged, or even swing... all with precise control and without the whims of a rope simulation. And when that client says "can you make it release the object at frame 120?", just activate Breakable and smile. 😎

Bonus tip: For greater realism, add a small anticipatory movement (2-3 frames) before the constraint activates, as if the character really grabs the object.