Julez4001
07-10-2008, 03:43 PM
HEY FRED!
In the manual, some of the tools explain what the difference between 0 and 1 but others don't and when it comes to Struct, Shear, etc..what does the 10.0 mean if you go up or down....
Fluid Density: Sets the density of the atmosphere that the object is moving through. For example, you can set this to be thick, like water, or thin like air. The higher the number, the "thicker" the atmosphere.
Damping: Sets the damping of the movement-- how quickly it stops jiggling or waving, or whatever.
Global Weight: The weight of the points in the object. A positive number will make it weigh more, a negative weights will make it float.
Internal Pressure: An imaginary force that comes from within the object that pushes out toward the surface normals of the points. Picture a hot air balloon: a gust of wind will push in and deform it, but the pressure of the hot air inside the balloon pushes it back out into its original shape.
Gravity Scale: Adjusts the effect of gravity. For example, a setting of 1 is normal gravity, and a setting of .5 means half of normal gravity.
Spring Damping: Sets the damping specific to the direction that the soft body stretches in.
Collision Radius: Lets you fine tune where the collision happens, whether it happens exactly at the points or at a distance away. Basically it's a tolerance distance for how far away from the actual point the collision will hit. Think of it as a sphere around the points in the object; the smaller the sphere the closer to the points the collision will happen.
How does the Collision Objects setting of bounce and friction relate to the above settings?
In the manual, some of the tools explain what the difference between 0 and 1 but others don't and when it comes to Struct, Shear, etc..what does the 10.0 mean if you go up or down....
Fluid Density: Sets the density of the atmosphere that the object is moving through. For example, you can set this to be thick, like water, or thin like air. The higher the number, the "thicker" the atmosphere.
Damping: Sets the damping of the movement-- how quickly it stops jiggling or waving, or whatever.
Global Weight: The weight of the points in the object. A positive number will make it weigh more, a negative weights will make it float.
Internal Pressure: An imaginary force that comes from within the object that pushes out toward the surface normals of the points. Picture a hot air balloon: a gust of wind will push in and deform it, but the pressure of the hot air inside the balloon pushes it back out into its original shape.
Gravity Scale: Adjusts the effect of gravity. For example, a setting of 1 is normal gravity, and a setting of .5 means half of normal gravity.
Spring Damping: Sets the damping specific to the direction that the soft body stretches in.
Collision Radius: Lets you fine tune where the collision happens, whether it happens exactly at the points or at a distance away. Basically it's a tolerance distance for how far away from the actual point the collision will hit. Think of it as a sphere around the points in the object; the smaller the sphere the closer to the points the collision will happen.
How does the Collision Objects setting of bounce and friction relate to the above settings?
