Dangling Physics
Eng | 繁中 | 日本語 | 한국어 | 简中 |
Physics > Dangling Physics
Physics for dangling objects of the character model, like ribbons and cloth. The cloth is created as a chain of bones, and the physics is applied to the bones.
Configurations
Setting | Value | Description |
---|---|---|
☑ Enable | [ON] | |
Select Bones | Select bones | |
⊖ Skip First X Bones | [0] (0 ~ 5) | Do not create physics connection for the first x number of levels |
☑ Particle Dynamics | ||
├─☑ Enable | [ON] | |
├─⊖ Swing Compliance | [0.25] (0 ~ 1) | |
├─⊖ Twist Compliance | [0.75] (0 ~ 1) | |
├─⊖ Particle Anchor | [0.5] (0 ~ 1) | |
├─⊖ Reduction Ratio | [0] (0 ~ 1) | Reducing mass at each level |
├─☐ Visualize | [OFF] | |
├─⊖ Max Angular Velocity | [2] (0 ~ 4) | |
├─⊖ Inertia | [2] (1 ~ 5) | |
├─⊖ Soften | [0] (0 ~ 1) | Soften the particle constraints. |
├─⊖ Particle Radius | [5] (1 ~ 20) | Size of particle in millimeters |
├─⊖ Gravity | [9.8] (-9.8 ~ 9.8) | |
├─⊖ Friction | [1] (0 ~ 2) | |
├─⊖ Ground Friction | [1] (-2 ~ 2) | |
├─⊖ Drag (Air) | [0] (0 ~ 2) | Air resistancy |
├─⊖ Drag (Underwater) | [1] (0 ~ 2) | Underwater resistancy |
├─⊖ Buoyancy | [-0.1] (-1 ~ 1) | |
├─![]() |
||
│ ├─⊖ Wind Influence | [0.25] (0 ~ 1) | |
│ ├─⊖ Turbulence Scale | [0] (-2 ~ 2) | |
│ ├─⊖ Turbulence Intensity | [1] (0 ~ 2) | |
│ └─⊖ Turbulence Time Scale | [0] (-4 ~ 4) | |
├─![]() |
||
│ ├─☑ Head | [ON] | |
│ ├─☑ Body | [ON] | |
│ ├─☑ Boobs | [ON] | |
│ ├─☑ Butts | [ON] | |
│ ├─☑ Arms | [ON] | |
│ ├─☑ Hands | [ON] | |
│ ├─☑ Legs | [ON] | |
│ ├─☑ Feet | [ON] | |
│ └─☑ Player | [ON] | |
└─![]() |
||
├─☑ Use Global | [ON] | Find the global settings under Pro / Cloth Simulation |
├─☑ Enable Dragging | [ON] | |
├─☑ Simulate | [ON] | |
├─> Simulation FPS | Dynamic | Dynamic, Fixed 30, Fixed 60, Fixed 90, Fixed 100, Fixed 120, Fixed 160, Fixed 175, Fixed 240, |
├─⊖ Time Scale | [0.65] (0.1 ~ 1) | |
├─⊖ Substeps | [4] (1 ~ 20) | |
├─⊖ Iterations | [1] (0 ~ 10) | |
├─☐ Reverse Even Substeps | [OFF] | |
├─⊖ Alternate Group Size | [0] (0 ~ 20) | |
├─⊖ Table Size | [6] (1 ~ 20) | |
└─☐ Two Step Solving | [OFF] | |
⊖ Spring | [0.5] (0 ~ 5) | |
⊖ Damp | [0.01] (0 ~ 0.1) | |
⊖ Reduction Ratio | [0.25] (0 ~ 1) | Reducing stiffness at each level |
⊖ Twist Limit | [5] (0 ~ 180) | Limit tiwsting rotation |
⊖ Limit Force | [3] (0 ~ 8) | |
⊖ Mass | [0.05] (0 ~ 0.1) | |
⊖ Drag | [1] (0 ~ 10) | |
⊖ Collider Radius | [0.01] (0 ~ 0.05) | Size of the particle used when solving collision. |
⊖ Collider Length | [0.9] (0 ~ 1) | |
⊖ Anchor Position | [0] (0 ~ 1) | Choose anchor position when creating joints. 0 = anchor at the parent bone, 1 = anchor at the child bone |
≡ Presets | Default (Reset) | Default (Reset), Preset 1, Preset 2, |