Graphic/Animation Tutorials

Blobmesh in 3ds Max

In this tutorial, you'll learn how to use Blobmesh, or metaballs as they are commonly called, to make a fountain of water. Metaballs are lots of sphere-like objects, but when you put them close together, they will join together. Example: if two blobs of water a floating together in space and they get near each other, they will merge into one blob. Of course, real water would be attracted to each other, but that is not simulated very well here.

First open 3ds Max.
Then we will make a SuperSpray particle emitter.
Place it here as shown in the pic.

My units are probably set up differently, but that was about 100 mm up.
We will also make a Gravity SpaceWarp in Create > Space Warps > Forces > Gravity. Place it anywhere and keep the strength at 1. Bind it to the SuperSpray.
We will change the parameters to make a better water flow Make it as shown in the pic.

At frame 15, it'll look something like after rendering.

Then I changed the view for a better shot.
Now, we need to make the round Blobmesh.
You'll need to set these parameters.


I rendered, and got something like this as shown in the pic.

I have finished the Particle. Now it’s time for the material.
I made a simple Raytrace material as shown below.


Since transparent and reflective materials don't work well in total black background, I added some environment with an map.
After finishing rendering it will look some thing like this.


Now you can add it to a fountain or create a effect of water. But remember rendering blobmesh takes a lot of time and your computer can also hang up. For creating blobmesh your computer configuration must be high.



Object Follow Mouse

Learn how to make an object follow the mouse and speed up or slow down depending on how far away the object is.

1. Open a new Flash document and make 2 layers. Name them actions and ball. (Top pic.)

On the ball layer draw a circle with no line color (In the example above I used a circle that was 26 x 26.) Select the ball, hit F8 to convert it to a movie clip. Go into editing mode for the movie clip, select the ball and set the x and y coordinates to -13 in the properties bar.(Middle pic)

This will position the ball in the center of the movie clip. Then go back to the main timeline, select the ball Movie Clip and give it an instance name of ball_mc (Bottom pic)

2. Now I going to add a few lines of action script and it will be done.

Add this code on the main timeline on the actions layer

ball_mc.onEnterFrame = function() {

var xMouse = _root._xmouse;

var yMouse = _root._ymouse;

if(Math.abs(xMouse - this._x) < 1) {

this._x = xMouse;

this._y = yMouse;

} else {

this._x -= (this._x-xMouse) / 6;

this._y -= (this._y-yMouse) / 6;



We are doing a couple of things in our onEnterFrame action for ball_mc. First we find the coordinates of the mouse in the movie. Next we check to see if the ball is within one pixel of the mouse. If it is we set the ball's position to the mouse position otherwise we move the ball towards the mouse. To move it closer we are taking the distance from the ball to the mouse and dividing by 6 so that it will move slower as it gets closer to the mouse.

3. There is many ways you can edit this code to have more functionality, so have some fun with it. Now go play.