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manual/physics/rigid_body/properties.rst
| Show First 20 Lines • Show All 57 Lines • ▼ Show 20 Lines | .. admonition:: Reference | ||||
| :Panel: :menuselection:`Physics --> Rigid Body --> Collisions` | :Panel: :menuselection:`Physics --> Rigid Body --> Collisions` | ||||
| .. TODO2.8: | .. TODO2.8: | ||||
| .. figure:: /images/physics_rigid-body_properties_collisions.png | .. figure:: /images/physics_rigid-body_properties_collisions.png | ||||
| Rigid Body Collisions panel. | Rigid Body Collisions panel. | ||||
| Collision Shapes | Shape | ||||
| ---------------- | ----- | ||||
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| The Shape option determines the collision shape of the object. | The Shape option determines the collision shape of the object. | ||||
| .. rubric:: Primitive Shapes | .. rubric:: Primitive Shapes | ||||
| These are best in terms of memory/performance but do not | These are best in terms of memory/performance but do not | ||||
| necessarily reflect the actual shape of the object. | necessarily reflect the actual shape of the object. | ||||
| Show All 25 Lines | |||||
| Convex Hull | Convex Hull | ||||
| A mesh-like surface encompassing (e.g. shrink-wrap over) all vertices (best results with fewer vertices). | A mesh-like surface encompassing (e.g. shrink-wrap over) all vertices (best results with fewer vertices). | ||||
| A convex approximation of the object, has a good performance and stability. | A convex approximation of the object, has a good performance and stability. | ||||
| Mesh | Mesh | ||||
| :term:`Mesh` consisting of triangles only, allowing for more detailed interactions than convex hulls. | :term:`Mesh` consisting of triangles only, allowing for more detailed interactions than convex hulls. | ||||
| Allows to simulate concave objects, but is rather slow and unstable. | Allows to simulate concave objects, but is rather slow and unstable. | ||||
| Mesh Source | Source | ||||
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| ----------- | ------ | ||||
| Users can now specify the mesh *Source* for *Mesh* bases collision shapes: | Users can now specify the mesh *Source* for *Mesh* bases collision shapes: | ||||
| Base | Base | ||||
| The base mesh of the object. | The base mesh of the object. | ||||
| Deform | Deform | ||||
| Includes any deformations added to the mesh (shape keys, deform modifiers). | Includes any deformations added to the mesh (shape keys, deform modifiers). | ||||
| Deforming | Deforming | ||||
| Mesh shapes can deform during simulation. | Mesh shapes can deform during simulation. | ||||
| Final | Final | ||||
| Includes all deformations and modifiers. | Includes all deformations and modifiers. | ||||
| Surface Response | Surface Response | ||||
| ---------------- | ---------------- | ||||
| .. admonition:: Reference | |||||
| :class: refbox | |||||
| :Panel: :menuselection:`Physics --> Rigid Body --> Surface Response` | |||||
| Friction | Friction | ||||
| Resistance of object to movement. Specifies how much velocity is lost when objects collide with each other. | Resistance of object to movement. Specifies how much velocity is lost when objects collide with each other. | ||||
| Bounciness | Bounciness | ||||
| Tendency of object to bounce after colliding with another (0 to 1) (rigid to perfectly elastic). | Tendency of object to bounce after colliding with another (0 to 1) (rigid to perfectly elastic). | ||||
| Specifies how much objects can bounce after collisions. | Specifies how much objects can bounce after collisions. | ||||
| Collision Groups | |||||
| Allows rigid body collisions allocate on different groups (maximum 20). | |||||
| Sensitivity | Sensitivity | ||||
| ----------- | ----------- | ||||
| .. admonition:: Reference | |||||
| :class: refbox | |||||
| :Panel: :menuselection:`Physics --> Rigid Body --> Sensitivity` | |||||
| Margin | Margin | ||||
| Threshold of distance near surface where collisions are still considered (best results when non-zero). | Threshold of distance near surface where collisions are still considered (best results when non-zero). | ||||
| The collision margin is used to improve the performance and stability of rigid bodies. | The collision margin is used to improve the performance and stability of rigid bodies. | ||||
| Depending on the shape, it behaves differently: some shapes embed it, | Depending on the shape, it behaves differently: some shapes embed it, | ||||
| while others have a visible gap around them. | while others have a visible gap around them. | ||||
| The margin is *embedded* for these shapes: | The margin is *embedded* for these shapes: | ||||
| - Sphere | - Sphere | ||||
| - Box | - Box | ||||
| - Capsule | - Capsule | ||||
| - Cylinder | - Cylinder | ||||
| - Convex Hull: Only allows for uniform scale when embedded. | - Convex Hull: Only allows for uniform scale when embedded. | ||||
| The margin is *not embedded* for these shapes: | The margin is *not embedded* for these shapes: | ||||
| - Cone | - Cone | ||||
| - Active Triangle Mesh | - Active Triangle Mesh | ||||
| - Passive Triangle Mesh: Can be set to 0 most of the time. | - Passive Triangle Mesh: Can be set to 0 most of the time. | ||||
| Collections | |||||
| ----------- | |||||
| Allows rigid body collisions allocate on different groups (maximum 20). | |||||
| Dynamics | Dynamics | ||||
| ======== | ======== | ||||
| .. admonition:: Reference | .. admonition:: Reference | ||||
| :class: refbox | :class: refbox | ||||
| :Panel: :menuselection:`Physics --> Rigid Body --> Dynamics` | :Panel: :menuselection:`Physics --> Rigid Body --> Dynamics` | ||||
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