Two softbody thingies;
- fixed error in option "Enable Goal" which didn't work with Vertex groups assigned - renamed some buttons & fixed tooltips. A doc online will be there soon
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@@ -1617,17 +1617,17 @@ static void object_softbodies(Object *ob)
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else {
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/* GENERAL STUFF */
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uiBlockBeginAlign(block);
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uiDefButF(block, NUM, B_DIFF, "Friction:", 10, 170,150,20, &sb->mediafrict, 0.0, 10.0, 10, 0, "General Friction for point movements");
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uiDefButF(block, NUM, B_DIFF, "Friction:", 10, 170,150,20, &sb->mediafrict, 0.0, 10.0, 10, 0, "General media friction for point movements");
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uiDefButF(block, NUM, B_DIFF, "Mass:", 160, 170,150,20, &sb->nodemass , 0.001, 50.0, 10, 0, "Point Mass, the heavier the slower");
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uiDefButF(block, NUM, B_DIFF, "Grav:", 10,150,100,20, &sb->grav , 0.0, 10.0, 10, 0, "Apply gravitation to point movement");
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uiDefButF(block, NUM, B_DIFF, "RKL:", 110,150,100,20, &sb->rklimit , 0.01, 1.0, 10, 0, "Runge-Kutta ODE solver error limit");
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uiDefButF(block, NUM, B_DIFF, "Time:", 210,150,100,20, &sb->physics_speed , 0.01, 100.0, 10, 0, "Tweak timing for physics to control frequency and speed");
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uiDefButBitS(block, TOG, OB_SB_POSTDEF, B_DIFF, "PostDef", 10,130,300,20, &ob->softflag, 0, 0, 0, 0, "Apply Soft AFTER Deform");
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uiDefButF(block, NUM, B_DIFF, "Prec:", 110,150,100,20, &sb->rklimit , 0.01, 1.0, 10, 0, "Precision, the Runge-Kutta ODE solver error limit");
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uiDefButF(block, NUM, B_DIFF, "Speed:", 210,150,100,20, &sb->physics_speed , 0.01, 100.0, 10, 0, "Tweak timing for physics to control frequency and speed");
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uiDefButBitS(block, TOG, OB_SB_POSTDEF, B_DIFF, "Apply Deform First", 10,130,300,20, &ob->softflag, 0, 0, 0, 0, "Softbody is calculated AFTER Deformation");
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uiBlockEndAlign(block);
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/* GOAL STUFF */
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uiBlockBeginAlign(block);
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uiDefButBitS(block, TOG, OB_SB_GOAL, B_DIFF, "Use Goal", 10,100,130,20, &ob->softflag, 0, 0, 0, 0, "Define forces for vertices to stick to animated position");
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uiDefButBitS(block, TOG, OB_SB_GOAL, B_SOFTBODY_CHANGE, "Use Goal", 10,100,130,20, &ob->softflag, 0, 0, 0, 0, "Define forces for vertices to stick to animated position");
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menustr= get_vertexgroup_menustr(ob);
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defCount=BLI_countlist(&ob->defbase);
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@@ -1649,16 +1649,16 @@ static void object_softbodies(Object *ob)
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uiDefButF(block, NUM, B_DIFF, "G Stiff:", 10,80,150,20, &sb->goalspring, 0.0, 0.999, 10, 0, "Goal (vertex target position) spring stiffness");
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uiDefButF(block, NUM, B_DIFF, "G Damp:", 160,80,150,20, &sb->goalfrict , 0.0, 10.0, 10, 0, "Goal (vertex target position) friction");
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uiDefButF(block, NUM, B_SOFTBODY_CHANGE, "G Min:", 10,60,150,20, &sb->mingoal, 0.0, 1.0, 10, 0, "Min Goal bound");
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uiDefButF(block, NUM, B_SOFTBODY_CHANGE, "G Max:", 160,60,150,20, &sb->maxgoal, 0.0, 1.0, 10, 0, "Max Goal bound");
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uiDefButF(block, NUM, B_SOFTBODY_CHANGE, "G Min:", 10,60,150,20, &sb->mingoal, 0.0, 1.0, 10, 0, "Goal minimum, vertex group weights are scaled to match this range");
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uiDefButF(block, NUM, B_SOFTBODY_CHANGE, "G Max:", 160,60,150,20, &sb->maxgoal, 0.0, 1.0, 10, 0, "Goal maximum, vertex group weights are scaled to match this range");
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uiBlockEndAlign(block);
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/* EDGE SPRING STUFF */
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uiBlockBeginAlign(block);
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uiDefButBitS(block, TOG, OB_SB_EDGES, B_SOFTBODY_CHANGE, "Use Edges", 10,30,150,20, &ob->softflag, 0, 0, 0, 0, "Use Robust 2nd order solver");
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uiDefButBitS(block, TOG, OB_SB_QUADS, B_SOFTBODY_CHANGE, "Stiff Quads", 160,30,150,20, &ob->softflag, 0, 0, 0, 0, "Sets object to have diagonal springs on 4-gons");
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uiDefButBitS(block, TOG, OB_SB_EDGES, B_SOFTBODY_CHANGE, "Use Edges", 10,30,150,20, &ob->softflag, 0, 0, 0, 0, "Use Edges as springs");
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uiDefButBitS(block, TOG, OB_SB_QUADS, B_SOFTBODY_CHANGE, "Stiff Quads", 160,30,150,20, &ob->softflag, 0, 0, 0, 0, "Adds diagonal springs on 4-gons");
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uiDefButF(block, NUM, B_DIFF, "E Stiff:", 10,10,150,20, &sb->inspring, 0.0, 0.999, 10, 0, "Edge spring stiffness");
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uiDefButF(block, NUM, B_DIFF, "E Damp:", 160,10,150,20, &sb->infrict, 0.0, 10.0, 10, 0, "Edge friction");
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uiDefButF(block, NUM, B_DIFF, "E Damp:", 160,10,150,20, &sb->infrict, 0.0, 10.0, 10, 0, "Edge spring friction");
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uiBlockEndAlign(block);
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}
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}
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