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Bullet – Uses the Bullet solver for the Active Bodies interaction. Allows for mutual interaction between Active Bodies.
Basic – Uses the legacy basic solver for the Active Bodies interaction. This solver does not support mutual interaction between Active Bodies, but does support Air Drag.
Interaction Steps | timestep_mult – Determines Supported only when the Solver is set to Bullet. Determines how many calculations for the Active Bodies are performed between two consecutive frames of the timelinefluid simulation steps - e.g. if the Steps Per Frame option of the fluid Simulator is 4 and the Interaction Steps of the Active Bodies are 10, then the rigid body simulation will do 40 steps per frame. Increasing the value will make the Active Bodies move smoother and increase the overall accuracy of the collisions at the expense of simulation time.
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UI Text Box | ||||
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On Earth, an object floats above water because of two forces: Gravity pulling it down, and the Buoyancy of the liquid pushing it up. Depending on the densities of the liquid and the floating object, those forces balance out and the object either sinks (if denser than the liquid it is submerged in) or floats. |
Collision Margin | collision_margin – Supported only when the Solver is set to Bullet. You can lower this parameter if you have groups Active Bodies which are in contact with one another and you want to keep them still. If the values is too high, the bodies might start pushing apart for no apparent reason. On the other hand, if the Collision Margin is too low, the simulation will slow down, and also fast moving bodies might start passing through other bodies. If the latter happens and you still need the Collision Margin to be low, you can prevent bodies from passing through one another by increasing the Interaction Steps.
Air Drag | simulate_air_drag – Applies a simple Drag force to slow down the translation and rotation of the Active Body. This option helps stabilize the motion of objects in the simulation. The Air Drag will affect the simulation only when the Basic solver is used.
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Ground Friction | ground_friction – Controls the amount of friction between the Ground Plane and the Active Bodies. Low amounts of friction will allow objects to slide across the ground plane. High amounts of friction will slow down both the objects' rotation and movement once they come into contact with the ground plane.
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