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before it becomes active in the simulation. For example, if you place an object
in midair, give it a mass and set it to Inactive, when the simulation starts it
sits in midair until something interacts with it. Inactive objects require less
computation during simulation.
Disable All Collisions When on, the object doesn’t collide with other objects
in the scene; it simply passes through them.
Unyielding When on, the rigid body takes its motion from the animation it
already has in 3ds Max, rather than the physical simulation. Other objects in
the simulation can collide with it and react to its motion, but its motion is
governed solely by the current animation in 3ds Max, and reactor will not
create keyframes for it.
Phantom A phantom object has no physical presence in the simulation. Like
an object with Disable All Collisions on, it simply passes through other objects.
Unlike an object with disabled collisions, however, a phantom maintains
collision information about any objects that it passes through during the
simulation. You can then use this collision information, for instance, to trigger
sounds or other effects. You can find out how to access collision data in the
Storing and Accessing Collisions on page 4019.
Shell The radius of an extra "shell" around convex shapes, which reactor uses
as the shape's surface for collision-detection purposes. The simulation tries to
ensure that the distance between this shell and other objects is always more
than zero; in other words, that the distance between the original convex shape
and other objects is always more than the combined radii of the objects.
Default=0.05.
IMPORTANT Applies to Havok 3 only.
Adding a shell to an object can improve performance. The core convex-convex
collision-detection algorithm is fast when objects are not interpenetrating,
and slower when they are. Adding a shell makes it less likely that the shapes
themselves will interpenetrate, thus reducing the likelihood of using the slower
algorithm. Using a shell is thus faster in situations that involve the risk of
shapes interpenetrating; for instance, when an object is settling or sliding on
a surface, when there is a stack of objects, or when many objects are jostling
together.
Penet. (Penetration) The amount of penetration reactor permits.
To avoid trying to solve insoluble physical problems, the Havok 3 engine
allows penetration between objects even if
continuous physics on page ?is
enabled. Default=0.05.
Rigid Body Properties | 3913