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2.2 PhysX Simulation properties In this rollout you can define advanced Physx properties. |
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Physical list supports: Space warps (Wind, Drag, Gravity, PBomb ), Geometry, Helpers (RF_Bomb, RF_PhysX)
Activation options Deactivate static Impact objects: It is possible to deactivate Impact objects with purpose to selectively activate them later. RayFire will deactivate Static Impact objects, which means that these objects should not be animated or linked to animated object. While objects is deactivated it behaves like Unyielding object. Deactivate animated Impact objects: Also It is possible to deactivate animated Impact objects. Activate by Force : Activate deactivated objects by affecting on them by force. For instance, You can prefragment wall, then create RF_Bomb or PBomb with some range near this wall, and then explode only small part of wall, which in the bomb's explosion range while all other part of wall will be simulated as unyileding objects. Activate by Geometry : It is possible to activate objetcs by some animated geometry in case You want to activate some parts of deactivated objects at special moment. Using this feature You can script demolition of some building activating different parts at different time. Important to know that object will beactivated when it's bounding box will intersect with Activation geometry's bounding box. Also good way to use this feature is to define so simulated object as Activation geometry, For instance, You want to throw some rock in the wall and You want to break only some small part of this wall. In this case You can define all wall fragments and rock as Impact objects and turn ON "Deactivate static Impact objects", then turn on "Activate by geometry" and add rock in Physx Influence list to define it as Activation geometry. When You will start simulation all wall fragments will be deactivated because they were not animated. When rock will be near wall's fragments it will activate them and hit right after that. So, it will break only part where it collides with wall. Here You can see small video demonstration: http://www.mirvadim.com/videos/tut/RayFire141_PhysX_Objects_Activation.wmv Activate by Mouse (radius in pixels) : You can activate objects just hovering mouse cursor over deactivated objects with pressed SHIFT key. Activate by texture (map channel) : It is possible to activate objects using animated balck and white testure. To use this featur You have to create some material with animated texture in DIFFUSE channel, then assign this material to all objects which You want to activate, start simulation, object will be activated right after it will become white. This feature is turned OFF when it is 0. Other options Treat group as : There are two ways to treat objects in group.
Stick selected to mouse : Using this feature You can physically affect on simulated objects just selecting them. All selected objects will try to reach mouse cursor. With such ability You can easily physically spread some objects over the ground. If You want to release selected objects just hold SHIFT key for a second. Motion inheritance : Multiplier for initial velocity of animated objects at the beggining of simulation. Max linear velocity : Maximum position velocity for simulated objects. 0 means that there is no any limit. Max angular velocity : Maximum rotation velocity for simulated objects.
Force options Strength multiplier : Global strength multiplier for all defined forces. Strength by mass : Simulated objects will be affected by forces accordinly to their mass. Affect on Inactive : Forces will affect on Inactive objects.
Interactive Demolition options Interactive Demolition works only in Bake Animation mode. Pay attention that before start Interactive demolition simulation, RayFire copies all simulated objects, hides original objects, and creates simulation with copies. Important to know that Interactive Deolition works in conjuction with objects material, which meanst that it takes into account material density and solidity before decide whether object should be demolished or not. For instance if You will collide Concrete with Glass , RayFire will demolish Glass but Concrete will not be demolished. Also You should know that it isn ot possible to demolish objects with metal material. Demolish geometry : Activates Interactive demolition for geometry objects. Demolish groups :Activates Interactive demolition for groups. Depth level : Defines how many times each object migh be fragmented. 1 means that original object will be fragmented one time and not more. 2 means that original object will be fragmented and EACH createdfragment might be fragmented again and so on. Material solidity : Global multiplier for material solidity. For instance, if want to collide concrete with glass and break them both then You should decrease global Material Solidity. Minimum size limit : Object will not be demolished if distance between it's farthest corners of bounding box is less then Minimum size value.
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