[Bf-docboard-svn] bf-manual: [9803] trunk/blender_docs/manual/physics/cloth/settings: Cloth: Add RNA Links

Aaron Carlisle noreply at blender.org
Wed Dec 14 01:58:37 CET 2022


Revision: 9803
          https://developer.blender.org/rBM9803
Author:   Blendify
Date:     2022-12-14 01:58:37 +0100 (Wed, 14 Dec 2022)
Log Message:
-----------
Cloth: Add RNA Links

Modified Paths:
--------------
    trunk/blender_docs/manual/physics/cloth/settings/collisions.rst
    trunk/blender_docs/manual/physics/cloth/settings/index.rst
    trunk/blender_docs/manual/physics/cloth/settings/physical_properties.rst
    trunk/blender_docs/manual/physics/cloth/settings/property_weights.rst

Modified: trunk/blender_docs/manual/physics/cloth/settings/collisions.rst
===================================================================
--- trunk/blender_docs/manual/physics/cloth/settings/collisions.rst	2022-12-14 00:54:16 UTC (rev 9802)
+++ trunk/blender_docs/manual/physics/cloth/settings/collisions.rst	2022-12-14 00:58:37 UTC (rev 9803)
@@ -4,6 +4,10 @@
 Collisions
 **********
 
+.. reference::
+
+   :Panel:     :menuselection:`Physics --> Cloth --> Collision`
+
 In most cases, a piece of cloth does not just hang there in 3D space,
 it collides with other objects in the environment. To ensure proper simulation,
 there are several items that have to be set up and working together:
@@ -20,20 +24,11 @@
 - You can make adjustments to the environment or deforming objects,
   and then re-run the cloth simulation from the current frame forward.
 
-
-Collision Settings
-==================
-
-.. reference::
-
-   :Panel:     :menuselection:`Physics --> Cloth --> Collision`
-
 .. figure:: /images/physics_cloth_settings_collisions_panel.png
 
    Cloth Collisions panel.
 
-Now you must tell the *Cloth* object that you want it to participate in collisions.
-For the cloth object, locate the *Cloth Collision* panel.
+.. _bpy.types.ClothCollisionSettings.collision_quality:
 
 Quality
    A general setting for how fine and good a simulation you wish.
@@ -40,6 +35,8 @@
    Higher numbers take more time but ensure less tears and penetrations through the cloth.
 
 
+.. _bpy.types.ClothCollisionSettings.use_collision:
+
 Object Collisions
 -----------------
 
@@ -54,6 +51,8 @@
    If your colliding object is not a mesh object, such as a NURBS surface, or a text object,
    you must convert it to a mesh object using :ref:`object-convert-to`.
 
+.. _bpy.types.ClothCollisionSettings.distance_min:
+
 Distance
    The distance another object must get to the cloth for
    the simulation to repel the cloth out of the way.
@@ -60,17 +59,28 @@
    Smaller values might give errors but gives some speed-up while
    larger will give unrealistic results if too large and can be slow.
    It is best to find a good in between value.
+
+.. _bpy.types.ClothCollisionSettings.impulse_clamp:
+
 Impulse Clamping
    Prevents explosions in tight and complicated collision situations
    by restricting the amount of movement after a collision.
+
+.. _bpy.types.ClothCollisionSettings.vertex_group_object_collisions:
+
 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.
+
+.. _bpy.types.ClothCollisionSettings.collection:
+
 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.
 
 
+.. _bpy.types.ClothCollisionSettings.use_self_collision:
+
 Self-Collisions
 ---------------
 
@@ -83,17 +93,28 @@
    A flag, viewed from a distance does not need this enabled,
    but a close-up of a cape or blouse on a character should have this enabled.
 
+.. _bpy.types.ClothCollisionSettings.self_friction:
+
 Friction
    A coefficient for how slippery the cloth is when it collides with itself.
    For example, silk has a lower coefficient of friction than cotton.
+
+.. _bpy.types.ClothCollisionSettings.self_distance_min:
+
 Distance
    As cloth at this distance begins to repel away from itself.
    Smaller values might give errors but gives some speed-up while
    larger will give unrealistic results if too large and can be slow.
    It is best to find a good in between value.
+
+.. _bpy.types.ClothCollisionSettings.self_impulse_clamp:
+
 Impulse Clamping
    Prevents explosions in tight and complicated collision situations
    by restricting the amount of movement after a collision.
+
+.. _bpy.types.ClothCollisionSettings.vertex_group_self_collisions:
+
 Vertex Group
    Faces that have all vertices assigned to this
    :doc:`Vertex Group </modeling/meshes/properties/vertex_groups/index>` are excluded from self-collision.

Modified: trunk/blender_docs/manual/physics/cloth/settings/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/cloth/settings/index.rst	2022-12-14 00:54:16 UTC (rev 9802)
+++ trunk/blender_docs/manual/physics/cloth/settings/index.rst	2022-12-14 00:58:37 UTC (rev 9803)
@@ -8,10 +8,17 @@
 
    :Panel:     :menuselection:`Physics --> Cloth`
 
+
 Presets
    Contains a number of :ref:`preset <ui-presets>` cloth examples.
+
+.. _bpy.types.ClothSettings.quality:
+
 Quality Steps
    Set the number of simulation steps per frame. Higher values result in better quality, but will be slower.
+
+.. _bpy.types.ClothSettings.time_scale:
+
 Speed Multiplier
    Adjust how fast time progresses in the cloth simulation.
 

Modified: trunk/blender_docs/manual/physics/cloth/settings/physical_properties.rst
===================================================================
--- trunk/blender_docs/manual/physics/cloth/settings/physical_properties.rst	2022-12-14 00:54:16 UTC (rev 9802)
+++ trunk/blender_docs/manual/physics/cloth/settings/physical_properties.rst	2022-12-14 00:58:37 UTC (rev 9803)
@@ -8,10 +8,18 @@
 
    :Panel:     :menuselection:`Physics --> Cloth --> Physical Properties`
 
+.. _bpy.types.ClothSettings.mass:
+
 Mass
    The mass of the cloth material.
+
+.. _bpy.types.ClothSettings.air_damping:
+
 Air Viscosity
    Air has some thickness which slows falling things down.
+
+.. _bpy.types.ClothSettings.bending_model:
+
 Bending Model
    :Linear: Cloth model with linear bending springs (old).
    :Angular: Cloth model with angular bending springs.
@@ -20,14 +28,27 @@
 Stiffness
 =========
 
+
+.. _bpy.types.ClothSettings.tension_stiffness:
+
 Tension
    How much the material resists stretching.
+
+.. _bpy.types.ClothSettings.compression_stiffness:
+
 Compression
    How much the material resists compression.
+
 Structural
    Overall stiffness of the cloth (only in linear bending model).
+
+.. _bpy.types.ClothSettings.shear_stiffness:
+
 Shear
    How much the material resists shearing.
+
+.. _bpy.types.ClothSettings.bending_stiffness:
+
 Bending
    Wrinkle coefficient. Higher creates more large folds.
 
@@ -35,22 +56,31 @@
 Damping
 =======
 
+.. _bpy.types.ClothSettings.tension_damping:
+
 Tension
    Amount of damping in stretching behavior.
+
+.. _bpy.types.ClothSettings.compression_damping:
+
 Compression
    Amount of damping in compression behavior.
+
 Structural
    Amount of damping in stretching behavior (only in linear bending model).
+
+.. _bpy.types.ClothSettings.shear_damping:
+
 Shear
    Amount of damping in shearing behavior.
+
+.. _bpy.types.ClothSettings.bending_damping:
+
 Bending
    Amount of damping in bending behavior.
 
 
-.. _bpy.types.ClothSettings.internal_spring:
-.. _bpy.types.ClothSettings.internal_tension:
-.. _bpy.types.ClothSettings.internal_compression:
-.. _bpy.types.ClothSettings.vertex_group_intern:
+.. _bpy.types.ClothSettings.use_internal_springs:
 
 Internal Springs
 ================
@@ -61,34 +91,53 @@
 a :doc:`Soft Body </physics/soft_body/index>`. Internal springs can be enabled by toggling the checkbox in
 the *Internal Springs* panel header.
 
+.. _bpy.types.ClothSettings.internal_spring_max_length:
+
 Max Spring Creation Length
    The maximum length an internal spring can have during creation.
    If the distance between internal points is greater than this,
    no internal spring will be created between these points.
    A length of zero means that there is no length limit.
+
+.. _bpy.types.ClothSettings.internal_spring_max_diversion:
+
 Max Creation Diversion
    The maximum angle that is allowed to use to connect the internal points can diverge from the vertex normal.
+
+.. _bpy.types.ClothSettings.internal_spring_normal_check:
+
 Check Surface Normals
    Requires the points the internal springs connect to have opposite normal directions.
+
+.. _bpy.types.ClothSettings.internal_tension_stiffness:
+
 Tension
    How much the material resists stretching.
+
+.. _bpy.types.ClothSettings.internal_compression_stiffness:
+
 Compression
    How much the material resists compression.
+
+.. _bpy.types.ClothSettings.vertex_group_intern:
+
 Vertex Group
    The *Tension* and *Compression* of internal springs can be controlled via
    a :doc:`Vertex Group </modeling/meshes/properties/vertex_groups/index>` to
    specify which the portions of the mesh have internal springs or the spring strength.
+
+.. _bpy.types.ClothSettings.internal_tension_stiffness_max:
+
 Max Tension
    Maximum tension stiffness value.
+
+.. _bpy.types.ClothSettings.internal_compression_stiffness_max:
+
 Max Compression
    Maximum Compression stiffness value.
 
 
 .. _bpy.types.ClothSettings.use_pressure:
-.. _bpy.types.ClothSettings.use_pressure_volume:
-.. _bpy.types.ClothSettings.target_volume:
-.. _bpy.types.ClothSettings.pressure_factor:
-.. _bpy.types.ClothSettings.vertex_group_pressure:
 
 Pressure
 ========
@@ -105,6 +154,8 @@
    pressure will escape out of the mesh holes and cause drifting or propulsion forces.
    One way to get around this is by using the *Vertex Group* to exclude the non-manifold portions of the mesh.
 
+.. _bpy.types.ClothSettings.uniform_pressure_force:
+
 Pressure
    The uniform pressure that is constantly applied to the mesh.
    This value is specified in units of *Pressure Scale*, and can be
@@ -111,19 +162,27 @@
    negative to simulate implosions or any other case where an object
    has outside pressure pushing inwards.
 
+.. _bpy.types.ClothSettings.use_pressure_volume:
+
 Custom Volume
    Use the *Target Volume* parameter as the initial volume for the cloth,
    instead of computing it from the mesh itself.
 
-   Target Volume
-      The mesh volume where the inner/outer pressure will be the same.
-      If set to zero, changes in the volume of the object will not affect pressure.
+.. _bpy.types.ClothSettings.target_volume:
 
+Target Volume
+   The mesh volume where the inner/outer pressure will be the same.
+   If set to zero, changes in the volume of the object will not affect pressure.
+
+.. _bpy.types.ClothSettings.pressure_factor:
+
 Pressure Scale
    Ambient pressure (in kPa) that exists both inside and outside the object,
    balancing out when the volume matches the target. Increase the value to
    make the object resist changes in volume more strongly.
 

@@ Diff output truncated at 10240 characters. @@


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