碰撞

参考

模式:物体模式
面板:物理 ‣ 碰撞

粒子, 软体布料 可以与网格物体碰撞。 群体 尝试避免 碰撞 物体。

  • 可以限制粒子的影响至一组物体(在 力场权重面板).
  • 软体物体的 偏转 是困难的,它们经常穿透碰撞物体。
  • 头发颗粒忽略偏转物体(但您可以将它们作为软体进行动画化,软体可以实现偏转)。

如果更改对象的偏转设置,则必须通过 清除缓存 重新计算粒子、软体或布料系统,但这并不是自动完成的。

选项

../_images/physics_collision_panel.png

碰撞面板。

力场

场吸收
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% \(100 × (1 - 0.1) × (1 - 0.43) × (1 - 0.03)\).

粒子

渗透率
粒子穿透网格的比率。
粘度
多少颗粒粘在物体上。
消除粒子
影响后删除粒子。
阻尼

碰撞期间的阻尼(与颗粒的速度无关)。

Randomize
阻尼随机变化。
Friction

沿着表面运动时的摩擦。

Randomize
摩擦随机变化。

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).

Note

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).

阻尼

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.
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. 软体顶点与平面相撞。.

外表面
外表面厚度。
内部面
内部面厚度(仅软体使用)。
../_images/physics_collision_outer-inner.png

软体顶点与平面相撞。

Friction
A coefficient for how slippery the cloth is when it collides with itself. For example, silk has a lower coefficient of friction than cotton.
Single Sided
When enabled, cloth collisions are only performed on the normal side of the collider plane.
Override Normals
When enabled, cloth collision impulses act in the direction of the collider normals.

Note

软体 碰撞难以完美。如果其中一个物体移动得太快,则软体将穿透网格。另见关于 软体

例子

../_images/physics_collision_defected-particles.png

偏转粒子。

Here is a Meta object, using instancing verts to a particle system emitting downwards, and deflected by a mesh cube.

提示

  • 确保网格表面的法线面向颗粒/点以进行正确的偏转。
  • 毛发粒子直接反应力场,所以如果你使用一个短距离的力场,你不一定需要碰撞。
  • 如果您在 粒子编辑模式 中进行编辑,则头发颗粒可以避免其发射网格。所以你至少可以制作头发碰撞。