[Bf-docboard-svn] bf-manual: [9906] trunk/blender_docs/manual/physics/rigid_body/properties: Add RNA references for rigid body objects
Aaron Carlisle
noreply at blender.org
Sun Jan 22 23:42:00 CET 2023
Revision: 9906
https://developer.blender.org/rBM9906
Author: Blendify
Date: 2023-01-22 23:42:00 +0100 (Sun, 22 Jan 2023)
Log Message:
-----------
Add RNA references for rigid body objects
Modified Paths:
--------------
trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
trunk/blender_docs/manual/physics/rigid_body/properties/index.rst
Modified: trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst 2023-01-22 22:27:07 UTC (rev 9905)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/collisions.rst 2023-01-22 22:42:00 UTC (rev 9906)
@@ -12,6 +12,8 @@
Rigid Body Collisions panel.
+.. _bpy.types.RigidBodyObject.collision_shape:
+
Shape
Determines the collision shape of the object;
these can be broken into two categories: primitive shapes and mesh based shapes.
@@ -27,51 +29,59 @@
so they are a better representation of the object.
The center of gravity for these shapes is the object origin.
- Box
+ :Box:
Box-like shapes (e.g. cubes), including planes (e.g. ground planes).
The size per axis is calculated from the bounding box.
- Sphere
+ :Sphere:
Sphere-like shapes. The radius is the largest axis of the bounding box.
- Capsule
+ :Capsule:
This points up the Z axis.
- Cylinder
+ :Cylinder:
This points up the Z axis.
The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
- Cone
+ :Cone:
This points up the Z axis.
The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
- Convex Hull
+ :Convex Hull:
A mesh-like surface encompassing (e.g. shrink-wrapped over) all vertices (best results with fewer vertices).
A convex approximation of the object, which has good performance and stability.
- Mesh
+ :Mesh:
:term:`Mesh` consisting of triangles only, allowing for more detailed interactions than convex hulls.
Allows simulating concave objects, but is rather slow and unstable.
- Compound Parent
+ :Compound Parent:
Takes the collision shapes from the object's :doc:`children </scene_layout/object/editing/parent>`
and combines them. This makes it possible to create concave shapes from primitive shapes.
This usually results in a faster simulation than the *Mesh* collision shape
while also being generally more stable.
+.. _bpy.types.RigidBodyObject.mesh_source:
+
Source
Source of the mesh used to create the collision shape.
- Base
+ :Base:
The base mesh of the object.
- Deform
+ :Deform:
Includes any deformations added to the mesh (shape keys, deform modifiers).
-
- Deforming
- Mesh shapes can deform during simulation.
- Final
+ :Final:
Includes all deformations and modifiers.
+.. _bpy.types.RigidBodyObject.use_deform:
+Deforming
+ Mesh shapes can deform during simulation.
+
+
Surface Response
================
+.. _bpy.types.RigidBodyObject.friction:
+
Friction
Resistance of object to movement. Specifies how much velocity is lost when objects collide with each other.
+.. _bpy.types.RigidBodyObject.restitution:
+
Bounciness
Tendency of object to bounce after colliding with another (0 to 1) (rigid to perfectly elastic).
Specifies how much objects can bounce after collisions.
@@ -98,10 +108,14 @@
- Active Triangle Mesh
- Passive Triangle Mesh: Can be set to 0 most of the time.
+.. _bpy.types.RigidBodyObject.collision_margin:
+
Margin
Threshold of distance near the surface where collisions are still considered (best results when nonzero).
+.. _bpy.types.RigidBodyObject.collision_collections:
+
Collections
===========
Modified: trunk/blender_docs/manual/physics/rigid_body/properties/index.rst
===================================================================
--- trunk/blender_docs/manual/physics/rigid_body/properties/index.rst 2023-01-22 22:27:07 UTC (rev 9905)
+++ trunk/blender_docs/manual/physics/rigid_body/properties/index.rst 2023-01-22 22:42:00 UTC (rev 9906)
@@ -10,9 +10,9 @@
Type
Role of the rigid body in the simulation.
- Active
+ :Active:
The object is dynamic and is directly controlled by simulation results.
- Passive
+ :Passive:
The object remains static and is directly controlled by animation system,
thus does not have :doc:`/physics/rigid_body/properties/dynamics` properties.
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