Dynamics parameters

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! scope="row" width="75" |  
 
! scope="row" width="75" |  
| When [[Dynamics_parameters#Active|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.
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| Normally when an object is connected to a simulator it reacts to gravity the moment the simulation begins.
  
[[:File:Object properties active on.gif|animated example]]
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[[:File:Object properties active on.gif|Active on animated example]]
  
  
 
When an object has its [[Dynamics_parameters#Active|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.
 
When an object has its [[Dynamics_parameters#Active|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.
  
[[:File:Object properties active off.gif|animated example]]
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[[:File:Object properties active off.gif|Active off animated example]]
  
  
 
Setting this attribute to "all fragments" will cause all the generated fragments to react dynamically upon collision.
 
Setting this attribute to "all fragments" will cause all the generated fragments to react dynamically upon collision.
  
[[:File:Object properties active on break fragments.gif|animated example]]
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[[:File:Object properties active on break fragments.gif|all fragments animated example]]
  
  
 
The third option, localized, applies to a connected node that has a localized paint map applied to it.
 
The third option, localized, applies to a connected node that has a localized paint map applied to it.
[[:File:Object properties active on break localized.gif|animated example]]
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[[:File:Object properties active on break localized.gif|localized 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.
 
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.
  
[[:File:Object properties active on break localized mistake.gif|animated example]]
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[[:File:Object properties active on break localized mistake.gif|localized mesh with Active on break set to all fragments animated example]]
 
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Revision as of 22:21, 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
Normally when an object is connected to a simulator it reacts to gravity the moment the simulation begins.

Active on 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.

Active off animated example


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

all fragments animated example


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

localized 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.

localized mesh with Active on break set to all fragments animated example

Mass

Initial velocity

Linear

Angular

Energy dissipation

Restitution

Friction

Linear damping

Angular damping

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