[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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