9

Edit Object Dialog 697
turning on Move Pivot to Centroid will alter the
positioning of your hierarchical linkage.
Load/Save Parameters Sets group
Saves t he current Edit Object p arameter sett ings,
or loads previously saved parameter settings. You
can use these controls to save the settings for one
object, and then apply them to another object.
Set Name—Accepts a new name for a p arameter
set.ClickSavetosavetheparametersetwiththis
name.
Availa ble Par a meters S ets Lists previously saved
parameter sets.
Loa d—Loads the selected parameter set.
SaveSaves the named parameter set. The saved
parametersetsappearinthelist.
Delete—Deletes the selected parameter set.
Assign Effects/Collisions group
Let you specify which effects in the scene will affect
the current object, or which objects in the scene
can collide with the current object.
As s i gn O bject E f f e cts Displays a subdialog that
lets you specify wh ich effects in the s cene will affect
the cur rent object. The dialog consists of two list
w indows. All effects (typically space warps) in the
scene are listed in the window on the left. Select
effects in the list, and t hen click the > button to
transfer the highlighted effects to the window at
right.
The Assign Object Effects dia log funct ions
similarly to the Edit Object List dialog (page
2–700).
Assign Obj ect Collisions—Displays a subdialog that
lets you choose which objects in the scene are
considered for collision with the current object.
This dialog works the same as the Assign Object
Effects dialog, except that it lists only objects in the
simulation. Objects included for collision in this
dialog can collide with the current object.
Note: For every potential collision, you should
explicitly specify both colliding objects. For
example, if you specify that Box01 is to collide
w ith B ox02, you should also specify that B ox02
is to collide with Box01. This is primarily for
keeping track of your simulation; if you specify the
collision for only one object, it works for the other
as well. While it is not necessary to specif y that
Box02 collides with Box01, this is the only way to
update the Assign Object Collision list for Box02.
The Assign Object Effects dialog functions
similarly to the Edit Object List dialog (page
2–700).
Collision Test g roup
Specifies the typ e of boundary used for collision
testing.
Box—A bounding box is used to test collision.
This is the fastest method. If your object is a box
or close to a box shape, this option is both fast and
accurat e.
Cy linder—A cylindrical form is used to test
collision. The "height" axis of the cylinder is
aligned with the local Z axis of the object.
Sphere—A spherical form is used to test collision.
Mesh—Uses the surface of the object to ca lculate
thecollision.Thisoptionisthemostaccurate,but
also takes far longer to calculate than the prev ious
three methods. Use this only when your object is
too complex to work properly with the first three
options.
Recalculate Properties group
Specifies when to recalculate the properties of
an object that changes over the course of the
animation. Specifically, the properties refer to the
mass moment of the object. The mass moment of
an object can be defined as the measure of how