Dynamics parameters

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[[:File:Object properties active on break fragments.gif|animated example]]
 
[[:File:Object properties active on break fragments.gif|animated example]]
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The third option, localized, applies to a connected node that has a localized paint map applied to it.
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[[:File:Object properties active on break localized.gif|animated example]]
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A common mistake that is made is to set a node with a node with a localized paint map to "all fragments". This causes the entire mesh, not just the localized geometry, to react upon a collision event. In the animated example below you will see that the entire mesh begins to fall once the collision happens.
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[[:File:Object properties active on break localized mistake.gif|animated example]]
 
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Revision as of 22:19, 8 July 2012

Contents

Active

type bool
default True
Simulates the motion of the body; otherwise the body acts as a passive collision object.

Deformable

type bool
default False
Track the shape deformation of passive (collision) objects.

Active on break

type enum
default off
indices off : all fragments : paint/localized only
When Active is off this attribute can be set to determine if the mesh can be set to active during a simulation. Normally when an object is connected to a simulator it reacts to gravity the moment the simulation begins.

animated example


When an object has its Active attribute turned off it will not react to gravity. Even at collision time the fragments will generate but not react dynamically and the colliding object will simply bounce off.

animated example


Setting this attribute to "all fragments" will cause all the generated fragments to react dynamically upon collision.

animated example


The third option, localized, applies to a connected node that has a localized paint map applied to it. animated example


A common mistake that is made is to set a node with a node with a localized paint map to "all fragments". This causes the entire mesh, not just the localized geometry, to react upon a collision event. In the animated example below you will see that the entire mesh begins to fall once the collision happens. animated example

Mass

Initial velocity

Linear

Angular

Energy dissipation

Restitution

Friction

Linear damping

Angular damping

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