[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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