[Bf-docboard-svn] bf-manual: [7021] trunk/blender_docs/manual/physics/rigid_body: Rigid Body: Split properies properties

Aaron Carlisle carlisle.b3d at gmail.com
Tue Sep 1 23:11:59 CEST 2020


Revision: 7021
          https://developer.blender.org/rBM7021
Author:   Blendify
Date:     2020-09-01 23:11:59 +0200 (Tue, 01 Sep 2020)
Log Message:
-----------
Rigid Body: Split properies properties

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

Added Paths:
-----------
    trunk/blender_docs/manual/physics/rigid_body/properties/
    trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
    trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst
    trunk/blender_docs/manual/physics/rigid_body/properties/index.rst
    trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst

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

Modified: trunk/blender_docs/manual/physics/rigid_body/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/index.rst	2020-09-01 20:49:52 UTC (rev 7020)
+++ trunk/blender_docs/manual/physics/rigid_body/index.rst	2020-09-01 21:11:59 UTC (rev 7021)
@@ -10,7 +10,7 @@
    :maxdepth: 2
 
    introduction.rst
-   properties.rst
+   properties/index.rst
    world.rst
    constraints/index.rst
    tips.rst

Added: trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst	2020-09-01 21:11:59 UTC (rev 7021)
@@ -0,0 +1,104 @@
+
+**********
+Collisions
+**********
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Rigid Body --> Collisions`
+
+.. TODO2.8:
+   .. figure:: /images/physics_rigid-body_properties_collisions.png
+
+      Rigid Body Collisions panel.
+
+Shape
+   Determines the collision shape of the object;
+   these can be broken into two categories: primitive shapes and mesh based shapes.
+
+   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 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 (*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.
+
+   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.
+
+Source
+   Source of the mesh used to create the collision shape.
+
+   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.
+
+
+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.
+
+
+Sensitivity
+===========
+
+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.
+
+The margin is *embedded* for these shapes:
+
+- Sphere
+- Box
+- Capsule
+- Cylinder
+- Convex Hull: Only allows for uniform scale when embedded.
+
+The margin is *not embedded* for these shapes:
+
+- Cone
+- 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
+===========
+
+Allows rigid body collisions allocate on different groups (maximum 20).


Property changes on: trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Added: trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst	2020-09-01 21:11:59 UTC (rev 7021)
@@ -0,0 +1,41 @@
+
+********
+Dynamics
+********
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Rigid Body --> Dynamics`
+
+.. TODO2.8:
+   .. figure:: /images/physics_rigid-body_properties_dynamics.png
+
+      Rigid Body Dynamics panel.
+
+Used to control the physics of the rigid body simulation.
+This panel is available only for *Active* type of rigid bodies.
+
+Damping Translation
+      Amount of linear velocity that is lost over time.
+
+Rotation
+   Amount of angular velocity that is lost over time.
+
+
+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.


Property changes on: trunk/blender_docs/manual/physics/rigid_body/properties/dynamics.rst
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Added: trunk/blender_docs/manual/physics/rigid_body/properties/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/index.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/index.rst	2020-09-01 21:11:59 UTC (rev 7021)
@@ -0,0 +1,25 @@
+
+##############
+  Properties
+##############
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Rigid Body`
+
+Type
+   Role of the rigid body in the simulation.
+
+   Active
+      The object is dynamic and is directly controlled by simulation results.
+   Passive
+      The object remains static and is directly controlled by animation system,
+      thus does not have :doc:`/physics/rigid_body/properties/dynamics` properties.
+
+.. toctree::
+   :maxdepth: 2
+
+   settings.rst
+   collisions.rst
+   dynamics.rst


Property changes on: trunk/blender_docs/manual/physics/rigid_body/properties/index.rst
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Added: trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst	                        (rev 0)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst	2020-09-01 21:11:59 UTC (rev 7021)
@@ -0,0 +1,34 @@
+
+********
+Settings
+********
+
+.. admonition:: Reference
+   :class: refbox
+
+   :Panel:     :menuselection:`Physics --> Rigid Body --> Settings`
+
+.. TODO2.8:
+   .. figure:: /images/physics_rigid-body_properties_panel.png
+
+      Default rigid body panel.
+
+Mass
+   Specifies how heavy the object is and "weights" irrespective of gravity.
+   There are predefined mass preset available with the *Calculate Mass* button
+   in the Physics tab of the Toolbar.
+
+   Calculate Mass
+      Automatically calculate mass values for rigid body objects based on its volume.
+      There are many useful presets available from the menu, listing real-world objects.
+
+      .. note::
+
+         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.


Property changes on: trunk/blender_docs/manual/physics/rigid_body/properties/settings.rst
___________________________________________________________________
Added: svn:eol-style
## -0,0 +1 ##
+native
\ No newline at end of property
Deleted: trunk/blender_docs/manual/physics/rigid_body/properties.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties.rst	2020-09-01 20:49:52 UTC (rev 7020)
+++ trunk/blender_docs/manual/physics/rigid_body/properties.rst	2020-09-01 21:11:59 UTC (rev 7021)
@@ -1,197 +0,0 @@
-
-*********************
-Rigid Body Properties
-*********************
-
-.. admonition:: Reference
-   :class: refbox
-
-   :Panel:     :menuselection:`Physics --> Rigid Body`
-
-.. TODO2.8:
-   .. figure:: /images/physics_rigid-body_properties_panel.png
-
-      Default rigid body panel.
-
-Type
-   Role of the rigid body in the simulation.
-   Active objects can be simulated dynamically, passive object remain static.
-
-   Active
-      Object is directly controlled by simulation results.
-      The possibility to select this type also available with *Add Active*
-      button in the Physics tab of the Toolbar.
-   Passive
-      Object is directly controlled by animation system.
-      Thus, this type is not available for `Dynamics`_.
-      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
-   in the Physics tab of the Toolbar.
-

@@ Diff output truncated at 10240 characters. @@



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