[Bf-docboard-svn] bf-manual: [9904] trunk/blender_docs/manual/physics/soft_body: Add RNA references for soft body physics
Aaron Carlisle
noreply at blender.org
Sun Jan 22 23:26:03 CET 2023
Revision: 9904
https://developer.blender.org/rBM9904
Author: Blendify
Date: 2023-01-22 23:26:02 +0100 (Sun, 22 Jan 2023)
Log Message:
-----------
Add RNA references for soft body physics
Modified Paths:
--------------
trunk/blender_docs/manual/physics/soft_body/collision.rst
trunk/blender_docs/manual/physics/soft_body/forces/exterior.rst
trunk/blender_docs/manual/physics/soft_body/forces/interior.rst
trunk/blender_docs/manual/physics/soft_body/settings/edges.rst
trunk/blender_docs/manual/physics/soft_body/settings/goal.rst
trunk/blender_docs/manual/physics/soft_body/settings/object.rst
trunk/blender_docs/manual/physics/soft_body/settings/self_collision.rst
trunk/blender_docs/manual/physics/soft_body/settings/simulation.rst
trunk/blender_docs/manual/physics/soft_body/settings/solver.rst
Modified: trunk/blender_docs/manual/physics/soft_body/collision.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/collision.rst 2023-01-22 21:47:40 UTC (rev 9903)
+++ trunk/blender_docs/manual/physics/soft_body/collision.rst 2023-01-22 22:26:02 UTC (rev 9904)
@@ -110,4 +110,4 @@
===============
For information on self-collision please refer to
-the :ref:`Self-Collision <physics-softbody-settings-self-collision>` settings.
+the :doc:`/physics/soft_body/settings/self_collision` settings.
Modified: trunk/blender_docs/manual/physics/soft_body/forces/exterior.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/forces/exterior.rst 2023-01-22 21:47:40 UTC (rev 9903)
+++ trunk/blender_docs/manual/physics/soft_body/forces/exterior.rst 2023-01-22 22:26:02 UTC (rev 9904)
@@ -93,7 +93,7 @@
before the soft body simulation is applied. The "goal" is the desired end position for vertices.
How a soft body tries to achieve this goal can be defined using stiffness forces and damping.
-See the :ref:`Soft Body Goal settings <physics-softbody-settings-goal>` for details.
+See the :doc:`Goal Settings </physics/soft_body/settings/goal>` for details.
Goal Strength
Modified: trunk/blender_docs/manual/physics/soft_body/forces/interior.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/forces/interior.rst 2023-01-22 21:47:40 UTC (rev 9903)
+++ trunk/blender_docs/manual/physics/soft_body/forces/interior.rst 2023-01-22 22:26:02 UTC (rev 9904)
@@ -57,7 +57,7 @@
========
The characteristics of edges are set with the *Springs* and *Stiff Quads* properties in the *Soft Body Edges* panel.
-See the :ref:`Soft Body Edges settings <physics-softbody-settings-edges>` for details.
+See the :doc:`Soft Body Edges settings </physics/soft_body/settings/edges>` for details.
Tips: Preventing Collapse
Modified: trunk/blender_docs/manual/physics/soft_body/settings/edges.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/edges.rst 2023-01-22 21:47:40 UTC (rev 9903)
+++ trunk/blender_docs/manual/physics/soft_body/settings/edges.rst 2023-01-22 22:26:02 UTC (rev 9904)
@@ -1,4 +1,4 @@
-.. _physics-softbody-settings-edges:
+.. _bpy.types.SoftBodySettings.use_edges:
*****
Edges
@@ -11,9 +11,13 @@
Allow the edges in a mesh object to act like springs.
See :doc:`interior forces </physics/soft_body/forces/interior>`.
+.. _bpy.types.SoftBodySettings.vertex_group_spring:
+
Springs
Use a specified vertex group for spring strength values.
+.. _bpy.types.SoftBodySettings.pull:
+
Pull
The spring stiffness for edges (how much the edges are allowed to stretch).
A low value means very weak springs (a very elastic material),
@@ -23,25 +27,38 @@
The soft body simulation tends to get unstable if you use a value of 0.999,
so you should lower this value a bit if that happens.
+.. _bpy.types.SoftBodySettings.push:
+
Push
How much the soft body resists being scrunched together, like a compression spring.
Low values for fabric, high values for inflated objects and stiff material.
+.. _bpy.types.SoftBodySettings.damping:
+
Damp
The friction for edge springs. High values (max of 50) dampen the *Push*/*Pull* effect and calm down the cloth.
+.. _bpy.types.SoftBodySettings.plastic:
+
Plasticity
Permanent deformation of the object after a collision.
The vertices take a new position without applying the modifier.
+.. _bpy.types.SoftBodySettings.bend:
+
Bending
This option creates virtual connections between a vertex and the vertices connected to its neighbors.
This includes diagonal edges. Damping also applies to these connections.
+.. _bpy.types.SoftBodySettings.spring_length:
+
Length
The edges can shrink or be blown up. This value is given in percent,
0 disables this function. 100% means no change, the body keeps 100% of its size.
+.. _bpy.types.SoftBodySettings.use_edge_collision:
+.. _bpy.types.SoftBodySettings.use_face_collision:
+
Collision
Edge
Checks for edges of the soft body mesh colliding.
@@ -61,15 +78,22 @@
Force from surrounding media.
See :ref:`exterior forces <physics-softbody-forces-exterior-aerodynamics>` for details.
+.. _bpy.types.SoftBodySettings.aerodynamics_type:
+
Type
- Simple
+ :Simple:
Edges receive a drag force from the surrounding media.
- Lift Force
+ :Lift Force:
Edges receive a lift force when passing through the surrounding media.
+
+.. _bpy.types.SoftBodySettings.aero:
+
Factor
How much aerodynamic force to use. Try a value of 30 at first.
+.. _bpy.types.SoftBodySettings.use_stiff_quads:
+
Stiffness
=========
@@ -76,5 +100,7 @@
For quad faces, the diagonal edges are used as springs.
This stops quad faces to collapse completely on collisions (what they would do otherwise).
+.. _bpy.types.SoftBodySettings.shear:
+
Shear
Stiffness of the virtual springs created for quad faces.
Modified: trunk/blender_docs/manual/physics/soft_body/settings/goal.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/goal.rst 2023-01-22 21:47:40 UTC (rev 9903)
+++ trunk/blender_docs/manual/physics/soft_body/settings/goal.rst 2023-01-22 22:26:02 UTC (rev 9904)
@@ -1,4 +1,4 @@
-.. _physics-softbody-settings-goal:
+.. _bpy.types.SoftBodySettings.use_goal:
****
Goal
@@ -14,6 +14,8 @@
See :ref:`exterior forces <physics-softbody-forces-exterior-goal>` for details.
+.. _bpy.types.SoftBodySettings.vertex_group_goal:
+
Vertex Group
Use a vertex group to allow per-vertex goal weights (multiplied by the *Default* goal).
@@ -21,11 +23,15 @@
Settings
========
+.. _bpy.types.SoftBodySettings.goal_spring:
+
Stiffness
The spring stiffness for *Goal*. A low value creates very weak springs
(more flexible "attachment" to the goal), a high value creates a strong spring
(a stiffer "attachment" to the goal).
+.. _bpy.types.SoftBodySettings.goal_friction:
+
Damping
The friction coefficient for *Goal*. Higher values give damping of the spring effect (little jiggle),
and the movement will soon come to an end.
@@ -34,10 +40,15 @@
Strengths
=========
+.. _bpy.types.SoftBodySettings.goal_default:
+
Default
Goal weight/strength for all vertices when no *Vertex Group* is assigned.
If you use a vertex group the weight of a vertex defines its goal.
+.. _bpy.types.SoftBodySettings.goal_min:
+.. _bpy.types.SoftBodySettings.goal_max:
+
Min/Max
When you use a vertex group, you can use the *Minimum* and *Maximum* to fine-tune (clamp) the weight values.
The lowest vertex weight will become *Minimum*, the highest value becomes *Maximum*.
Modified: trunk/blender_docs/manual/physics/soft_body/settings/object.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/object.rst 2023-01-22 21:47:40 UTC (rev 9903)
+++ trunk/blender_docs/manual/physics/soft_body/settings/object.rst 2023-01-22 22:26:02 UTC (rev 9904)
@@ -3,15 +3,21 @@
Object
******
+.. _bpy.types.SoftBodySettings.friction:
+
Friction
The friction of the surrounding medium. Generally friction dampens a movement.
The larger the friction, the more viscous is the medium.
Friction always appears when a vertex moves relative to its surround medium.
+.. _bpy.types.SoftBodySettings.mass:
+
Mass
Mass value for vertices.
Larger mass slows down acceleration, except for gravity where the motion is constant regardless of mass.
Larger mass means larger inertia, so also braking a soft body is more difficult.
+.. _bpy.types.SoftBodySettings.vertex_group_mass:
+
Control Point
You can paint weights and use a specified vertex group for mass values.
Modified: trunk/blender_docs/manual/physics/soft_body/settings/self_collision.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/self_collision.rst 2023-01-22 21:47:40 UTC (rev 9903)
+++ trunk/blender_docs/manual/physics/soft_body/settings/self_collision.rst 2023-01-22 22:26:02 UTC (rev 9904)
@@ -1,4 +1,4 @@
-.. _physics-softbody-settings-self-collision:
+.. _bpy.types.SoftBodySettings.use_self_collision:
**************
Self Collision
@@ -18,17 +18,21 @@
If you want a good result you may have to adjust the size of these balls.
Normally it works pretty well with the default options.
+.. _bpy.types.SoftBodySettings.collision_type:
+
Calculation Type
- Manual
+ :Manual:
The *Ball Size* directly sets the ball size.
- Average
+ :Average:
The average length of all edges attached to the vertex is calculated and then multiplied
with the *Ball Size* setting. Works well with evenly distributed vertices.
- Minimal/Maximal
+ :Minimal/Maximal:
The ball size is as large as the smallest/largest spring length of the vertex multiplied with the *Ball Size*.
- Average Min Max
+ :Average Min Max:
Size = ((Min + Max)/2) × *Ball Size*.
+.. _bpy.types.SoftBodySettings.ball_size:
+
Ball Size
Fraction of the length of attached edges.
The edge length is computed based on the chosen algorithm.
@@ -41,10 +45,14 @@
Too low of a level will let other vertices get too close and thus possibly intersect because
there will not be enough time to slow them down.
+.. _bpy.types.SoftBodySettings.ball_stiff:
+
Stiffness
How elastic that ball of personal space is.
A high stiffness means that the vertex reacts immediately to another vertex enters their space.
+.. _bpy.types.SoftBodySettings.ball_damp:
+
Dampening
How the vertex reacts.
A low value just slows down the vertex as it gets too close. A high value repulses it.
Modified: trunk/blender_docs/manual/physics/soft_body/settings/simulation.rst
===================================================================
--- trunk/blender_docs/manual/physics/soft_body/settings/simulation.rst 2023-01-22 21:47:40 UTC (rev 9903)
+++ trunk/blender_docs/manual/physics/soft_body/settings/simulation.rst 2023-01-22 22:26:02 UTC (rev 9904)
@@ -3,6 +3,8 @@
Simulation
**********
+.. _bpy.types.SoftBodySettings.speed:
+
Speed
@@ Diff output truncated at 10240 characters. @@
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