text
stringlengths 0
17.2k
|
---|
Linear Damping Override |
Set a value to be used when the Override Linear Damping property is enabled. The default is 0.7. Values below 0.7 won't have an effect. |
Angular Damping Override |
Set the value to be used when the Override Angular Damping property is enabled. The default is 0.7. Values below 0.7 won't have an effect. |
Angular Bias Override |
Set the value to be used when the Override Angular Bias property is enabled. Angular bias performs a twist reduction for chain forces and defaults to a value to keep chain stability in check. When simulating, a single-body angular force can appear delayed from the position of the mesh. If you encounter this issue you can tweak the value of the Angular Bias Override towards 1.0f until it settles correctly. |
Do Update |
When enabled the node will perform physics simulation updates. When disabled will show the base animation pose. This property can be helpful to toggle the node's effects. |
Override Linear Damping |
When enabled, the Linear Damping Override value will be used to apply linear damping. |
Override Angular Bias |
When enabled, the Angular Bias Override value will be used to apply an angular bias for bodies in this node. Angular bias is a twist reduction for chain forces and defaults to a value to keep chain stability in check. When using single-body systems sometimes angular forces will look like they are delayed from the mesh's motion, if that's the case enable Override Angular Bias and tweak the Angular Bias Override value towards 1.0f until it settles correctly. |
Override Angular Damping |
When enabled the Angular Damping Override value will be used to apply angular damping. |
Component Linear Acc Scale |
When using non-world space simulation, this property controls how much of the component's world-space acceleration is passed on to the local-space simulation. Vector values can be used on the X, Y, and Z axes. |
Component Linear Vel Scale |
When using non-world space simulation, this applies a drag to the bodies in the local space simulation, based on the component's world space velocity. Vector values can be used on the X, Y, and Z axes. |
Component Applied Linear Acc Clamp |
When using non-world space simulation, this is an overall clamp on acceleration derived from the Component Linear Acc Scale and Component Linear Vel Scale properties. |
Linear XLimit Type |
Limit the linear X-Axis motion by selecting Limit. Select Free to disable any limits. |
Linear YLimit Type |
Limit the linear Y-Axis motion by selecting Limit. Select Free to disable any limits. |
Linear ZLimit Type |
Limit the linear Z-Axis motion by selecting Limit. Select Free to disable any limits. |
Linear Axes Min |
Set the minimum values to allow linear movement per-axis, X, Y, and Z. To lock linear motion on a specific axis, set the value to 0 on the desired axis in the Linear Axes Min and Linear Axis Max properties. |
Linear Axes Max |
Set the maximum values to allow linear movement per-axis, X, Y, and Z. To lock linear motion on a specific axis, set the value to 0 on the desired axis in the Linear Axes Min and Linear Axis Max properties. |
Angular Constraint Types |
Select the method to use when constraining angular motion. Angular will limit the motion, based on the parameters set in the Angular Limits Min, Angular Limits Max, Angular Target Axis, and Angular Target properties. Cone will limit the motion within a cone, whose origin point is vectored from the Bound Bone's joint, and angle is set in the Cone Angle property. |
Twist Axis |
Select which axis, X, Y, and Z, the twist will be occurring along when constraining angular motion. |
Cone Angle |
Set the cone angle to use when Angular Constraint Types is set to Cone. |
Angular Limits Min |
Set the minimum angle limits on each axis, X Y, and Z, to use when Angular Constraint Types is set to angle. |
Angular Limits Max |
Set the maximum angle limits on each axis, X Y, and Z, to use when Angular Constraint Types is set to angle. |
Angular Target Axis |
Set the axis, X Y, and Z, the angle will be used to align to the Angular Target. Typically, this is the axis pointing along the Bound Bone. This is affected by the Angular Spring Constraints. |
Angular Target |
Set the axis to align the Angular Spring Constraint to. A value of 0 will disable the axis while a value of 1 will enable the axis when factoring the alignment. The properties values are typically set to point down the bone. For example, the property might be set to (1.0, 0.0, 0.0), but you can pick other values to align the spring to a different direction. |
External Forces |
When set, an external force can be applied to all bodies in the simulation, specified in world space. By default this property appears as a Pin on the node in the AnimGraph. Also see the External Force Section of this page. |
Collision Type |
Set the resolution method to use when Planer Limits are enabled. Options include: CoM (Center of Mass): Only limits the center of mass from crossing planes. Custom Sphere: Use the specified sphere radius to collide with planes. Inner Sphere: Use the largest sphere that fits entirely within the body extents to collide with planes. Outer Sphere: Use the smallest sphere that fully contains the body extents to collide with planes. |
Sphere Collision Radius |
Set the radius to calculate a sphere when Collision Type is set to Custom Sphere. |
Subsets and Splits