[Bf-docboard-svn] bf-manual: [7020] trunk/blender_docs/manual/physics/rigid_body: Cleanup: Use Professional Language
Aaron Carlisle
carlisle.b3d at gmail.com
Tue Sep 1 22:49:52 CEST 2020
Revision: 7020
https://developer.blender.org/rBM7020
Author: Blendify
Date: 2020-09-01 22:49:52 +0200 (Tue, 01 Sep 2020)
Log Message:
-----------
Cleanup: Use Professional Language
Modified Paths:
--------------
trunk/blender_docs/manual/physics/rigid_body/introduction.rst
trunk/blender_docs/manual/physics/rigid_body/properties.rst
trunk/blender_docs/manual/physics/rigid_body/tips.rst
Modified: trunk/blender_docs/manual/physics/rigid_body/introduction.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/introduction.rst 2020-09-01 20:33:55 UTC (rev 7019)
+++ trunk/blender_docs/manual/physics/rigid_body/introduction.rst 2020-09-01 20:49:52 UTC (rev 7020)
@@ -14,7 +14,7 @@
Creating a Rigid Body
=====================
-Right now only mesh objects can participate in the rigid body simulation.
+Only mesh objects can participate in the rigid body simulation.
To create rigid bodies, either click on *Rigid Body* button in the *Physics* tab of
the Properties or use the *Add Active*/*Add Passive* buttons in the *Physics* tab of the *Toolbar*.
Modified: trunk/blender_docs/manual/physics/rigid_body/properties.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties.rst 2020-09-01 20:33:55 UTC (rev 7019)
+++ trunk/blender_docs/manual/physics/rigid_body/properties.rst 2020-09-01 20:49:52 UTC (rev 7020)
@@ -66,16 +66,17 @@
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.
+ Determines the collision shape of the object;
+ these can be broken into two categories: primitive shapes and mesh based shapes.
- Primitive shapes are best in terms of memory/performance but do not
+ Primitive shapes (*Box*, *Sphere*, *Capsule*, *Cylinder*, and *Cone*)
+ 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.
+ The center of gravity is always in the geometric center of the shape.
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
+ Mesh based shapes (*Convex Hull* and *Mesh*) 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.
Modified: trunk/blender_docs/manual/physics/rigid_body/tips.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/tips.rst 2020-09-01 20:33:55 UTC (rev 7019)
+++ trunk/blender_docs/manual/physics/rigid_body/tips.rst 2020-09-01 20:49:52 UTC (rev 7020)
@@ -26,9 +26,7 @@
Enabling a constraint during the physics simulation often has dramatic results
as the physics engine tries to bring into alignment two objects which are often dramatically out of alignment.
-It is very common for the affected objects to build up enough kinetic energy to bounce themselves out of camera
-(and into orbit, although the physics engine is not yet capable of
-simulating a planet's gravity well, so scratch that).
+It is very common for the affected objects to build up enough kinetic energy to bounce themselves out of camera.
Rigid body dynamics can be baking to normal keyframes with *Bake To Keyframes* button
in the *Physics* tab of the *Toolbar*.
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