[Bf-docboard-svn] bf-manual: [9791] trunk/blender_docs/manual/physics/cloth/settings/shape.rst: Cloth: Add some clarification to "Rest Shape Key"
Aaron Carlisle
noreply at blender.org
Sun Dec 11 22:37:17 CET 2022
Revision: 9791
https://developer.blender.org/rBM9791
Author: Blendify
Date: 2022-12-11 22:37:17 +0100 (Sun, 11 Dec 2022)
Log Message:
-----------
Cloth: Add some clarification to "Rest Shape Key"
Modified Paths:
--------------
trunk/blender_docs/manual/physics/cloth/settings/shape.rst
Modified: trunk/blender_docs/manual/physics/cloth/settings/shape.rst
===================================================================
--- trunk/blender_docs/manual/physics/cloth/settings/shape.rst 2022-12-10 23:57:45 UTC (rev 9790)
+++ trunk/blender_docs/manual/physics/cloth/settings/shape.rst 2022-12-11 21:37:17 UTC (rev 9791)
@@ -11,6 +11,8 @@
Cloth Shape.
+.. _bpy.types.ClothSettings.vertex_group_mass:
+
Pin Group
Vertex group to use for pinning.
@@ -20,9 +22,13 @@
:doc:`Weight Painting </sculpt_paint/weight_paint/index>` areas you want to pin.
The weight of each vertex in the group controls how strongly it is pinned.
+.. _bpy.types.ClothSettings.pin_stiffness:
+
Stiffness
Target position stiffness.
+.. _bpy.types.ClothSettings.use_sewing_springs:
+
Sewing
Another method of restraining cloth similar to pinning is sewing springs.
Sewing springs are virtual springs that pull vertices in one part of
@@ -37,14 +43,20 @@
They should connect vertices in the mesh that should be pulled together.
For example the corners of a cloak.
+.. _bpy.types.ClothSettings.sewing_force_max:
+
Max Sewing Force
Maximum force that can be applied by sewing springs. Zero means unbounded, but it is not
recommended to leave the field at zero in most cases, as it can cause instability due to
extreme forces in the initial frames where the ends of the sewing springs are far apart.
+.. _bpy.types.ClothSettings.shrink_min:
+
Shrinking Factor
Factor by which to shrink the cloth, specifying a negative value controls the amount for the cloth to grow.
+.. _bpy.types.ClothSettings.use_dynamic_mesh:
+
Dynamic Mesh
Allows animating the rest shape of cloth using shape keys or
modifiers (e.g. an Armature modifier or any deformation modifier) placed above the Cloth modifier.
@@ -57,10 +69,15 @@
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.
+.. _bpy.types.ClothSettings.rest_shape_key:
+
Rest Shape Key
- Allows starting the cloth simulation using a specific shape key as the rest state,
+ Allows starting the cloth simulation using a specific
+ :doc:`Shape Key </animation/shape_keys/index>` as the rest state,
instead of the shape that results from evaluating shape keys and preceding 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.
+
+ This property is only visible if the mesh has shape keys.
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