2009
Wheels Lists the names of the toy car's wheels.
Pick Lets you add a wheel to the car. Click this button, and then in the
viewport position the cursor over the object you would like to use as a wheel.
If the object can be used as a rigid body, the cursor changes from an arrow to
a cross and you can select the object to add it to the toy car.
Add Lets you add one or more rigid bodies from the scene to act as wheels
for the toy car. Click the button to open the Select Car Wheels dialog. Make
a selection in the provided list, then add the wheels to the car by clicking the
Select button.
Delete Lets you remove wheels from the car. Highlight the wheels to remove
from the car in the Wheels list and then click this button.
NOTE The following four parameters are available with Havok 1 only. With Havok
3, use the
Havok 3 Wheel Params rollout on page 4009 settings instead.
Angular Strength The strength of the corrective forces applied to keep the
wheels upright and pointing forward.
Linear Strength The strength of the forces applied to keep the wheels in
position relative to the chassis.
Suspension The suspension strength for the car. The lower the value, the
more the chassis bounces when forces are applied to it.
Internal Substeps Allows the car to be simulated using more substeps per
keyframe than the rest of the simulation.
Increasing the Internal Substeps value can be useful if you are simulating a
car with unusual parameters, which might require more substeps for stability.
Toy Car Orientation group
Choose how reactor orients the bodies in relation to the spin and suspension
axes.
Icon Orientation The Toy Car icon's initial orientation provides the directions
of the wheels' spin and suspension axes. Each spin axis is aligned with the
icon's X axis and pass through the relevant wheel's pivot point. The suspension
axes are aligned with the icon's Z axis, and also pass through each wheel's
pivot point. The wheels' own local orientations are unimportant.
NOTE Animating the orientation of the Toy Car icon has no effect on the direction
of motion during the simulation; reactor uses only the orientation at the start of
the simulation.
4008 | Chapter 16 reactor