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Kolize

Se síťovými obkejty mohou kolidovat částice (Particles), Soft Bodies a objekty oblečení (Cloth objects). Objekty typu Boid (Boids) se kolizím vyhýbají.

  • Objekty potřebují sdílet alespoň jednu společnou vrstvu.
  • Je možné omezit vliv částic na skupinu objektů (v panelu tíhové pole Field Weights).
  • Deflection for softbody objects is difficult, they often penetrate the colliding objects.
  • Částice vlasy (Hair) ignoruí deflexi objektů (ale je možné je animovat jako softbodies které již deflexi respektují).

Je možné změnit nastavení deflexe pro objekt. Tím se přepočítají částice, softbody nebo systém oblečení. Je třeba uvolnit keš ((Free Cach)e), což neprobíhá automaticky. Je možné keš vymazatpro všechny vybrané objekty pomocí zkratky CtrlB → Free cache selected.

Mode: Object Mode

Panel: Object context → Physics sub-context → Collision

Nastavení

Image 1: Panel Collision v podkontextu Physics.
Permeability
Fraction of particles passing through the mesh. Can be animated with Object Ipos, Perm channel.
Stickiness
How much particles stick to the object.
Kill Particles
Deletes Particles upon impact.
Damping Factor
Damping during a collision (independent of the velocity of the particles).
Random damping
Random variation of damping.
Friction Factor
Friction during movements along the surface.
Random friction
Random variation of friction.
Image 1b: A softbody vertex colliding with a plane.

Interakce Soft Body a Oblečení

Outer
Size of the outer collision zone.
Inner
Size of the inner collision zone (padding distance).

Outside and inside is defined by the face normal, depicted as blue arrow in (Image 1b).

Damping Factor
Damping during a collision.

Softbody collisions are difficult to get perfect. If one of the objects move too fast, the soft body will penetrate the mesh. See also the section about Soft Bodies.

Interakce se silovými poli

Absorption
A deflector can also deflect effectors. You can specify some collision/deflector objects which deflect a specific portion of the effector force using the Absorption value. 100% absorption results in no force getting through the collision/deflector object at all. If you have 3 collision object behind each other with e.g. 10%, 43% and 3%, the absorption ends up at around 50% (100×(1-0.1)×(1-0.43)×(1-0.03)).


Příklady

Image 2: Deflected Particles.

Here is a Meta object, dupliverted to a particle system emitting downwards, and deflected by a mesh cube:

Tipy

  • Make sure that the normals of the mesh surface are facing towards the particles/points for correct deflection.
  • Hair particles react directly to force fields, so if you use a force field with a short range you don’t need necessarily collision.
  • Hair particles avoid their emitting mesh if you edit them in Particle mode. So you can at least model the hair with collision.