What you can do in the Resource menu " Physics Settings"†
In the Resource menu, the physics settings allow you to create physics judgments and set up swaying to the bones.
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Physics Setting Options†
- Physics Settings List
This is a list of the physics settings that have been added.
Those registered in this list will be available for selection in the "Accurate Collision Setting" section of the 3D Stamp.
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- Add Button
Select the model to be registered as a collision model. (The collision model can be changed later.)
- Folder Button
Add a folder for management.
If there are any selected files, include them and make them into a folder. (Multiple selections allowed)
Data can be moved by drag and drop after adding folders.
- Copy Button
Copy the selected physics settings.
- Paste Button
Paste the copied physics settings.
- Trash Button
Delete the selected physics settings.
Physics Settings List / Right-Click Menu†
Right-click in the Physics Settings list to view.
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- Cut
Cut out the selected physics settings.
- Copy
Copy the selected physics settings.
- Paste
Paste the cut and copied physics settings.
- Delete
Delete the selected physics settings.
- Rename File by Resource Name
Not used for 3D Stamps in Resource Management.
- Specify Local Name
Folder name localization function.
English folder names can be specified when opening in the English version.
- Open the Resources Folder in Explorer
Not used for 3D Stamps in Resource Management.
- Open the Import Folder in Explorer
Not used for 3D Stamps in Resource Management.
- Copy GUID
Copy the GUID of the specific stamp.
- Sort This Hierarchy by Name
Sort alphabetically by name within the selected hierarchy/folder.
- Sort Selected Elements by Name
Sort only on multiple selections.
Physics Setting Preview†
This is the preview screen of the physics setting. Confirms the physics setting.
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- Play Button
If a motion exists for the stamp for which the physics setting was specified, the motion will be played.
- Stop Button
Stop the motion playback.
- Select Motion
Select the motion to be played.
- Simulation
It is used to check the behavior using physics calculation (e.g. shaking objects).
By clicking, gravity is applied to the preview screen and the physics calculation process is executed.
- Preview Screen
The camera can be rotated and moved by dragging the right mouse button and moved horizontally by dragging the middle mouse button.
- Collision List
Multiple physics settings can be registered and added as needed.
- Add Button
Add a collision.
- Trash Button
Delete selected collisions.
Physics Settings†
This section provides detailed settings for physics settings.
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- Name
Specify the name of the physics setting.
(It can also be changed by clicking twice on the name of the physics setting in the Physics Settings list.)
- Basic
- Name
The name of the physics setting specified in the collision list.
This is where you can make the name change.
- Attach Node
Select the node to which you want to attach the physics setting.
By clicking here, you can see a list of existing bone names, etc. Select the node to which you wish to attach.
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- Shape
Select the shape of the physics setting.
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[Box] Use a box shape.
[Sphere] Use a spherical shape.
[Capsule] Use a capsule shape.
[Mesh] Select and use a model for collision.
[Vehicle] Use a collision setting specified for automobiles.
- Type
Specify the type of physics setting.
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[Collision] This is a type of physics setting that follows the bone.
[RigidBody] This is a type of physics setting that operates according to the laws of physics.
[Kinematic] This is a type of physics setting that can be the parent of a RigidBody and follows the bones.
[Trigger] This is a setting that acts as a trigger when other objects touch this physics setting. (Used in combination with events).
[Control] This is a special type of physics setting that is specified for character manipulation collisions, etc.
When moving as a player character or event character, this Control type physical object is the target of manipulation, so attach this type of physical object to the base of the model's hierarchical structure.
(If it is generated as a character or event, it will be [RigidBody]; if it is generated as a map object, it will be [Collision].
- Mass
Specify the inertia when the type [RigidBody] is selected.
For example, it affects the ability to stop easily or not when making a movement like sliding on the floor. (The higher the value, the harder it is to stop once in motion)
- Friction
The coefficient of friction at the time of collision.
- Restitution
Used to calculate post-collision velocity when using a RigidBody.
- Linear Damping
For RigidBody, specify the degree of velocity attenuation. The larger the value, the more likely it is to decay.
- Angular Damping
For RigidBody, specify the damping degree of rotational velocity. The larger the value, the more likely it is to decay.
- Accessory
Turn On to treat it as Kinematic, which constrains or limits the position of the swinging object or the swinging object.
- CapsuleAxis
If Shape is a capsule, specify the orientation.
- Mesh Model Name
The name of the model to be used in Mesh.
- Mesh
Select the model to be used in Mesh.
- Position XYZ
Specify the position.
- Rotation XYZ
Specify the rotation.
- Size XYZ
Specify the size.
- 6-axis Degree of Freedom Constraints
- Use 6-axis Degree of Freedom Constraints
You can make a RigidBody behave as if it were hanging from another RigidBody or Kinematic.
- Parent Rigidbody Name for 6-axis Degree of Freedom Constraints
Specifies the name of the parent RigidBody (Kinematic).
- Pivot XYZ
The offset of the center of rotation when hanging.
- XYZ-axis Minimum Slide Limit, XYZ-axis Maximum Slide Limit
The position of the center of rotation can be given a degree of freedom.
- XYZ-axis Minimum Rotation Limit, XYZ-axis Maximum Rotation Limit
Limits can be placed on the rotation.
- Slide Spring
- XYZ-axis Slide Spring
When the center of rotation shifts from its original position, it can be made to behave as if a spring is planted.
- XYZ-axis Slide Spring Intensity
The higher the value, the more quickly the spring effect occurs.
- XYZ-axis Slide Damping
The smaller the value, the faster the back and forth motion by the spring is damped.
- XYZ Rotation Spring
When rotating, it can be made to behave as if a spring were planted in it to return it to its original position.
- XYZ Rotation Spring Intensity
The higher the value, the more quickly the spring effect occurs.
- XYZ Rotation Damping
The smaller the value, the faster the back and forth motion by the spring is damped.