[Bf-docboard-svn] bf-manual: [7558] trunk/blender_docs/manual: Add documentation for disabling colliders, custom space.

Alexander Gavrilov noreply at blender.org
Mon Jan 11 18:59:21 CET 2021


Revision: 7558
          https://developer.blender.org/rBM7558
Author:   angavrilov
Date:     2021-01-11 18:59:21 +0100 (Mon, 11 Jan 2021)
Log Message:
-----------
Add documentation for disabling colliders, custom space.

Ref rBe44e0e4e78 rBac290bfbe4 rBa6c4e39876

Modified Paths:
--------------
    trunk/blender_docs/manual/animation/constraints/interface/common.rst
    trunk/blender_docs/manual/animation/constraints/transform/limit_distance.rst
    trunk/blender_docs/manual/physics/cloth/settings/collisions.rst
    trunk/blender_docs/manual/physics/cloth/settings/shape.rst
    trunk/blender_docs/manual/physics/collision.rst

Modified: trunk/blender_docs/manual/animation/constraints/interface/common.rst
===================================================================
--- trunk/blender_docs/manual/animation/constraints/interface/common.rst	2021-01-10 04:48:54 UTC (rev 7557)
+++ trunk/blender_docs/manual/animation/constraints/interface/common.rst	2021-01-11 17:59:21 UTC (rev 7558)
@@ -77,6 +77,8 @@
 the Target and Owner can be any combination of space types.
 
 
+.. _rigging-constraints-interface-common-space-types:
+
 Space Types
 -----------
 
@@ -88,24 +90,27 @@
    higher up in the constraint stack are all taken into account.
 
 Local Space
-   In this space type the parent of the object (or bone) is the frame of reference.
-   Location is relative to the parent object origin.
-   Rotation and Scale are oriented to the parent object axes.
-   Only transformations to the object itself are taken into account.
-   Transformations to the object's parent are **not** taken into account.
+   This space excludes all effects of the parent objects or bones, as well as the rest position
+   and orientation of the bone itself. Only transformations applied to the object or bone itself
+   are taken into account.
 
 Local with Parent (bones only)
-   The bone properties are evaluated relative to its rest pose location and orientation, thus
-   including both its own transformations and those caused by a possible parent relationship
+   The bone position and orientation is evaluated relative to its rest pose location and orientation,
+   thus including both its own transformations and those caused by a possible parent relationship
    (i.e. the chain's transformations above the bone).
 
 Pose Space (bones only)
-   The bone properties are evaluated in the armature object local space
+   The bone position and orientation is evaluated in the armature object local space
    (i.e. independently from the armature transformations in *Object Mode*).
    Hence, if the armature object has null transformations,
    *Pose Space* will have the same effect as *World Space*.
 
+Custom Space
+   The position and orientation is evaluated relative to the current position and orientation of an
+   arbitrary object or bone that is specified via additional input fields that appear when this option
+   is selected. This can be used to evaluate the constraint using an arbitrary coordinate system.
 
+
 .. _bpy.types.constraint.influence:
 
 Influence

Modified: trunk/blender_docs/manual/animation/constraints/transform/limit_distance.rst
===================================================================
--- trunk/blender_docs/manual/animation/constraints/transform/limit_distance.rst	2021-01-10 04:48:54 UTC (rev 7557)
+++ trunk/blender_docs/manual/animation/constraints/transform/limit_distance.rst	2021-01-11 17:59:21 UTC (rev 7558)
@@ -62,6 +62,10 @@
    Controls the percentage of affect the constraint has on the object.
    See :ref:`common constraint properties <bpy.types.constraint.influence>` for more information.
 
+.. tip::
+   Evaluating both owner and target in a :ref:`Custom Space <rigging-constraints-interface-common-space-types>`
+   using the root bone or any other suitable parent bone will automatically scale the effective distance with
+   the relevant part of the rig.
 
 Example
 =======

Modified: trunk/blender_docs/manual/physics/cloth/settings/collisions.rst
===================================================================
--- trunk/blender_docs/manual/physics/cloth/settings/collisions.rst	2021-01-10 04:48:54 UTC (rev 7557)
+++ trunk/blender_docs/manual/physics/cloth/settings/collisions.rst	2021-01-11 17:59:21 UTC (rev 7558)
@@ -64,6 +64,9 @@
 Impulse Clamping
    Prevents explosions in tight and complicated collision situations
    by restricting the amount of movement after a collision.
+Vertex Group
+   Faces that have all vertices assigned to this
+   :doc:`Vertex Group </modeling/meshes/properties/vertex_groups/index>` are excluded from collision with objects.
 Collision Collection
    Only objects that are a part of this :doc:`Collection </scene_layout/collections/index>`
    can collide with the cloth. Note that these objects must also have Collision physics enabled.
@@ -93,8 +96,8 @@
    Prevents explosions in tight and complicated collision situations
    by restricting the amount of movement after a collision.
 Vertex Group
-   Only vertices that are a part of this
-   :doc:`Vertex Group </modeling/meshes/properties/vertex_groups/index>` can collide with each other.
+   Faces that have all vertices assigned to this
+   :doc:`Vertex Group </modeling/meshes/properties/vertex_groups/index>` are excluded from self-collision.
 
 .. seealso::
 

Modified: trunk/blender_docs/manual/physics/cloth/settings/shape.rst
===================================================================
--- trunk/blender_docs/manual/physics/cloth/settings/shape.rst	2021-01-10 04:48:54 UTC (rev 7557)
+++ trunk/blender_docs/manual/physics/cloth/settings/shape.rst	2021-01-11 17:59:21 UTC (rev 7558)
@@ -57,3 +57,11 @@
    the natural rest shape of the cloth, and keeps that constant throughout the simulation.
    This is reasonable for fully realistic scenes, but does not quite work for clothing
    on cartoon style characters that use a lot of squash and stretch.
+
+Rest Shape Key
+   Allows initializing the cloth simulation using a specific shape key as the rest state,
+   instead of the shape that results from evaluating shape keys and preceeding modifiers
+   in the regular way. This option is mutually exclusive with Dynamic Mesh.
+
+   This can be used to start the simulation with the cloth in a pre-draped state without
+   applying that shape as a plastic deformation that relaxes all springs as a side effect.

Modified: trunk/blender_docs/manual/physics/collision.rst
===================================================================
--- trunk/blender_docs/manual/physics/collision.rst	2021-01-10 04:48:54 UTC (rev 7557)
+++ trunk/blender_docs/manual/physics/collision.rst	2021-01-11 17:59:21 UTC (rev 7558)
@@ -24,7 +24,13 @@
 If you change the deflection settings for an object you have to recalculate the particle,
 soft body or cloth system by *Delete Bake*, this is not done automatically.
 
+.. figure:: /images/physics_collision_toggle.png
+   :align: right
 
+A collider object can be temporarily disabled via an animatable toggle to the right of the
+button that permanently activates or deactivates it.
+
+
 Options
 =======
 
@@ -32,10 +38,9 @@
 
    Collision panel.
 
+Collision
+---------
 
-Force Field
------------
-
 Field Absorption
    A deflector can also deflect effectors. You can specify some collision/deflector objects which deflect a specific
    portion of the effector force using the *Field Absorption* value. 100% absorption results in no force getting
@@ -118,7 +123,8 @@
    For example, silk has a lower coefficient of friction than cotton.
 
 Single Sided
-   When enabled, cloth collisions are only performed on the normal side of the collider plane.
+   When enabled, the collider is considered to represent the boundary of a solid object
+   rather than a thin surface, and ejects intersecting cloth in the direction of its normal.
 
 Override Normals
    When enabled, cloth collision impulses act in the direction of the collider normals.



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