New rendering technologies include the Reveal™ rendering toolset for both iterative workflows and faster, finished renderings, and the ProMaterials™ material library for simulating real-world surfaces.
Sets the attributes in the window and closes it.Autodesk 3ds Max 2009 software introduces time-saving new animation and mapping workflow tools, groundbreaking new rendering technologies, and improved 3ds Max interoperability and compatibility with such industry-standard products as Autodesk® Revit™, Autodesk® Mudbox™, Autodesk® Maya® and Autodesk® MotionBuilder™ software. Sets the torque (rotational) impulse force applied to the object at a specified time. Sets the impulse force applied to the object applied at each frame. Use this setting to define the clamp value applied to the rigid body's start velocity when calculating rolling friction.Ĭhange this setting to set the initial angular velocity or spin on the object. Sets the speed at which the solve object returns to its original state.Īctivate this so that the dynamic rigid body does not react until something collides with it.Ĭhange this setting to modify the linear movement of the object. Frictionįriction setting to set the surface resistance of an object. Any value below one decreases velocity, while any value greater increases it.
Because the Physical property does not model rolling friction, it uses a dampening system so that objects can come to rest.Ī value of 1 retains actual velocity. Use this setting to define the clamp value applied to the angular velocity when calculating rolling friction. However, the center of mass (rotation pivot) Is scaled. If your object scales, the collider shape offset will be in non-scaled units. Lets you reposition the collider shape, relative to the center of mass. To counteract this, add the opposite offset on the same axis in theĬollider Properties, which you can accessed if you turn off Sets the center of mass for the object used as the rotational pivot.Ĭenter of Mass attribute on an axis for any collider shape other than Hull, the Collider Shape primitive is transformed. It is done by scaling linear velocities at each simulation step by dampening factor for all colliding objects.Ī value of 1 retains actual velocity. Because the physical property does not model rolling friction, it uses a dampening system so that objects can come to rest.įor example, without a Damping setting, a rolling sphere rolls on forever. Use this setting to define the clamp value applied to the linear velocity when calculating rolling friction. This attribute can be animated, and can be useful to lock objects in place. That is, the body stops moving due to forces in the physics simulation. Mass to zero for a dynamic body effectively turns it into a kinematic rigid body. This is an optimization setting and can help to stop the lasting "simmering" motion of a bullet object. The bullet object re-engages if it receives an impact. The velocity thresholds are currently not exposed for user control. When this setting is disabled, the rigid body does not participate in the simulation if its linear velocity's magnitude is below 0.8 and angular velocity's magnitude is below 1.0. To create an Active Rigid Body, the defaultĭynamic Rigid Body, and to create a Passive Rigid Body, theīullet Rigid Body Types for descriptions of the body types,Īctivate this so that the dynamic rigid body always participates in the simulation.
Lets you specify the rigid body type by selectingīody Type menu. Sets the length of the sides of the collider shape approximation. Lets you set the radius of a sphere or cylinder-shaped collider approximation, or the radius of the spherical caps of a capsule-shaped collider approximation. Lets you set the length of the cylindrical section of a capsule- or cylinder-shaped collider approximation. Lets you set an axis for the collider shape approximation.Īctivate Hide Shape to sSets the visibility of the rigid body shape to False, which helps reduce visual clutter and can help to improve Viewport redraw performance. Attribute Editor to perform a onetime auto-fit on the existing bullet object.