[Bf-docboard-svn] bf-manual: [7019] trunk/blender_docs/manual/physics/rigid_body/properties.rst: Rigid Body: Update Properties to match UI

Aaron Carlisle carlisle.b3d at gmail.com
Tue Sep 1 22:33:55 CEST 2020


Revision: 7019
          https://developer.blender.org/rBM7019
Author:   Blendify
Date:     2020-09-01 22:33:55 +0200 (Tue, 01 Sep 2020)
Log Message:
-----------
Rigid Body: Update Properties to match UI

Modified Paths:
--------------
    trunk/blender_docs/manual/physics/rigid_body/properties.rst

Modified: trunk/blender_docs/manual/physics/rigid_body/properties.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties.rst	2020-09-01 19:06:51 UTC (rev 7018)
+++ trunk/blender_docs/manual/physics/rigid_body/properties.rst	2020-09-01 20:33:55 UTC (rev 7019)
@@ -3,9 +3,6 @@
 Rigid Body Properties
 *********************
 
-Rigid Body
-==========
-
 .. admonition:: Reference
    :class: refbox
 
@@ -30,6 +27,10 @@
       The possibility to select this type also available with *Add Passive* button
       in the Physics tab of the Toolbar.
 
+
+Settings
+========
+
 Mass
    Specifies how heavy the object is and "weights" irrespective of gravity.
    There are predefined mass preset available with the *Calculate Mass* button
@@ -43,14 +44,16 @@
 
          Also you can have *Custom* mass material type,
          which is achieved by setting a custom density value (kg/m\ :sup:`3`).
+
 Dynamic
    Enables/disables rigid body simulation for object.
+
 Animated
    Allows the rigid body additionally to be controlled by the animation system.
 
 
-Rigid Body Collisions
-=====================
+Collisions
+==========
 
 .. admonition:: Reference
    :class: refbox
@@ -62,71 +65,60 @@
 
       Rigid Body Collisions panel.
 
-
 Shape
------
+   The Shape option determines the collision shape of the object.
+   These can be broken into categories, primitive shapes and mesh based shapes.
 
-The Shape option determines the collision shape of the object.
+   Primitive shapes are best in terms of memory/performance but do not
+   necessarily reflect the actual shape of the object.
+   They are calculated based on the object's bounding box.
+   The center of gravity is always in the middle for now.
+   Primitive shapes can be shown in the 3D Viewport by enabling :ref:`Bounds <bpy.types.Object.show_bounds>`.
 
+   Mesh based shapes are calculated based on the geometry of the object
+   so they are a better representation of the object.
+   The center of gravity for these shapes is the object origin.
 
-.. rubric:: Primitive Shapes
+   Box
+      Box-like shapes (e.g. cubes), including planes (e.g. ground planes).
+      The size per axis is calculated from the bounding box.
+   Sphere
+      Sphere-like shapes. The radius is the largest axis of the bounding box.
+   Capsule
+      This points up the Z axis.
+   Cylinder
+      This points up the Z axis.
+      The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
+   Cone
+      This points up the Z axis.
+      The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
+   Convex Hull
+      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.
+   Mesh
+      :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.
 
-These are best in terms of memory/performance but do not
-necessarily reflect the actual shape of the object.
-They are calculated based on the object's bounding box.
-The center of gravity is always in the middle for now.
-Primitive shapes can be shown in the viewport by
-enabling *Bounds* in the :menuselection:`Properties --> Object Properties --> Viewport Display` panel.
-
-Box
-   Box-like shapes (e.g. cubes), including planes (e.g. ground planes).
-   The size per axis is calculated from the bounding box.
-Sphere
-   Sphere-like shapes. The radius is the largest axis of the bounding box.
-Capsule
-   This points up the Z axis.
-Cylinder
-   This points up the Z axis.
-   The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
-Cone
-   This points up the Z axis.
-   The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
-
-
-.. rubric:: Mesh-Based Shapes
-
-These are calculated based on the geometry of the object so they are a better representation of the object.
-The center of gravity for these shapes is the object origin.
-
-Convex Hull
-   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.
-Mesh
-   :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.
-
-
 Source
-------
+   Source of the mesh used to create the collision shape.
 
-Users can now specify the mesh *Source* for *Mesh* bases collision shapes:
+   Base
+      The base mesh of the object.
+   Deform
+      Includes any deformations added to the mesh (shape keys, deform modifiers).
 
-Base
-   The base mesh of the object.
-Deform
-   Includes any deformations added to the mesh (shape keys, deform modifiers).
+      Deforming
+         Mesh shapes can deform during simulation.
+   Final
+      Includes all deformations and modifiers.
 
-   Deforming
-      Mesh shapes can deform during simulation.
-Final
-   Includes all deformations and modifiers.
 
-
 Surface Response
 ----------------
 
 Friction
    Resistance of object to movement. Specifies how much velocity is lost when objects collide with each other.
+
 Bounciness
    Tendency of object to bounce after colliding with another (0 to 1) (rigid to perfectly elastic).
    Specifies how much objects can bounce after collisions.
@@ -135,9 +127,6 @@
 Sensitivity
 -----------
 
-Margin
-   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.
 Depending on the shape, it behaves differently: some shapes embed it,
 while others have a visible gap around them.
@@ -156,7 +145,10 @@
 - Active Triangle Mesh
 - Passive Triangle Mesh: Can be set to 0 most of the time.
 
+Margin
+   Threshold of distance near surface where collisions are still considered (best results when non-zero).
 
+
 Collections
 -----------
 
@@ -179,21 +171,26 @@
 Used to control the physics of the rigid body simulation.
 This panel is available only for *Active* type of rigid bodies.
 
-Damping
-   Translation
+Damping Translation
       Amount of linear velocity that is lost over time.
-   Rotation
-      Amount of angular velocity that is lost over time.
 
+Rotation
+   Amount of angular velocity that is lost over time.
+
+
 Deactivation
-   Enable Deactivation
-      Enable deactivation of resting rigid bodies. Allows object to be deactivated during the simulation
-      (improves the performance and stability, but can cause glitches).
-   Start Deactivated
-      Starts objects deactivated. They are activated on collision with other objects.
-   Linear Velocity
-      Specifies the linear deactivation velocity below which the rigid body is deactivated and simulation stops
-      simulating object.
-   Angular Velocity
-      Specifies the angular deactivation velocity below which the rigid body is deactivated and simulation stops
-      simulating object.
+------------
+
+Enable deactivation of resting rigid bodies. Allows object to be deactivated during the simulation
+(improves the performance and stability, but can cause glitches).
+
+Start Deactivated
+   Starts objects deactivated. They are activated on collision with other objects.
+
+Linear Velocity
+   Specifies the linear deactivation velocity below which the rigid body
+   is deactivated and simulation stops simulating object.
+
+Angular Velocity
+   Specifies the angular deactivation velocity below which the rigid body
+   is deactivated and simulation stops simulating object.




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