Va Đập (Collision)¶
Tham Chiếu (Reference)
- Chế Độ (Mode)
Chế Độ Đối Tượng (Object Mode)
- Panel (Bảng)
Particles, Soft Bodies and Cloth objects may collide with mesh objects. Boids try to avoid Collision objects.
You may limit the effect on particles to a group of objects (in the Field Weights panel).
Deflection for soft body objects is difficult, they often penetrate the colliding objects.
Hair particles ignore deflecting objects (but you can animate them as soft bodies which take deflection into account).
If you change the deflection settings for an object you have to recalculate the particle, soft body or cloth system by Delete Bake, this is not done automatically.
A collider object can be temporarily disabled via an animatable toggle to the right of the button that permanently activates or deactivates it.
Các Tùy Chọn (Options)¶
Va Đập (Collision)¶
- Lượng Hấp Thụ Tác Động của Trường (Field 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 Field Absorption value. 100% absorption results in no force getting through the collision/deflector object at all. If you have three collision object behind each other with e.g. 10%, 43% and 3%, the absorption ends up at around 50% \(100 × (1 - 0.1) × (1 - 0.43) × (1 - 0.03)\).
Hạt (Particle)¶
- Độ Thẩm Thấu (Permeability)
Fraction of particles passing through the mesh.
- Độ Dính Kết (Stickiness)
How much particles stick to the object.
- Hủy Diệt Hạt (Kill Particles)
Deletes Particles upon impact.
- Giảm Chấn (Damping)
Damping during a collision (independent of the velocity of the particles).
- Ngẫu Nhiên Hóa (Randomize)
Giảm chấn thay đổi ngẫu nhiên.
- Ma Sát (Friction)
Friction during movements along the surface.
- Ngẫu Nhiên Hóa (Randomize)
Biến thiên ngẫu nhiên của lực ma sát.
Thân Mềm và Vải Vóc (Soft Body and Cloth)¶
It is also important to note that this collision panel is used to tell all simulations that this object is to participate in colliding/deflecting other objects on a shared layer (particles, soft bodies, and cloth).
Ghi chú
The object's shape deforms the cloth, so the cloth simulation must be inputted the "true" shape of that mesh object at that frame. This true shape is the basis shape as modified by shape keys or armatures. Therefore, the Collision Modifier must be after any of those. The image to the right shows the Modifiers panel for the Character mesh object (not the cloth object).
- Giảm Chấn (Damping)
Damping during a collision. The amount of bounce that the surfaces will have.
0.0 - No damping, soft bodies will have a maximum bounciness.
1.0 - Maximum damping, soft bodies will not bounce at all.
- Độ Dày (Thickness)
A padding distance is added to the inside and outside of each face, to help to prevent intersections. The soft body will come to rest at this distance away from the face of the colliding object. Outside and inside is defined by the face normal, depicted as blue arrow in Fig. A soft body vertex colliding with a plane..
- Bên Ngoài (Outer)
Size of the outer collision zone.
- Bên Trong/Nội Tại (Inner)
Size of the inner collision zone (padding distance).
- Ma Sát (Friction)
Một hệ số chỉ định độ trơn của vải vóc khi nó va đập với bản thân. Lấy ví dụ, vải lụa có hệ số ma sát thấp hơn vải bông.
- Đơn Bên (Single Sided)
When enabled, the collider is considered to represent the boundary of a solid object rather than a thin surface, and ejects intersecting cloth in the direction of its normal.
- Vượt Quyền Pháp Tuyến (Override Normals)
When enabled, cloth collision impulses act in the direction of the collider normals.
Ghi chú
Soft body 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.
Một Số Ví Dụ (Examples)¶
Đây là một đối tượng "Siêu", sử dụng Thực Thể Hóa theo Điểm Đỉnh với một hệ thống hạt phát sinh xuống dưới, và bị một khung lưới khối lập phương làm lệch hướng di chuyển đi.
Gợi ý (Hints)¶
Make sure that the normals of the mesh surface are facing towards the particles/points for correct deflection. Negative scales on the object can have a similar effect. Make sure to recalculate the normals after applying the scale.
Hair particles react directly to force fields, so if you use a force field with a short range you do not need necessarily collision.
Hair particles avoid their emitting mesh if you edit them in Particle Edit Mode. So you can at least model the hair with collision.