[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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