#author("2024-09-05T18:50:21+09:00","default:admin","admin") #author("2024-09-06T11:16:30+09:00","default:admin","admin") *What you can do in the Resource menu " Physics Settings" [#ked9776d] In the Resource menu, the physics settings allow you to create physics judgments and set up swaying to the bones. //COLOR(#FF0000):画像入る #ref(./Physics Settings.png,50%) #br #contents **Physics Setting Options[#yc1b4c85] -''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. //COLOR(#FF0000):画像入る #ref(./Physics Settings List.png,70%) #br -''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 [#p8d3f020] Right-click in the Physics Settings list to view. //COLOR(#FF0000):画像入る #ref(Right.png) #ref(https://rpgbakin.com/pukiwiki_en/?plugin=attach&refer=Terrains&openfile=Resouces_Filetree_Contextmenu.png,70%) #br -''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 physics settings in Resource Management. Not used for physics settings in the Resources. - ''Specify Local Name'' Valid only when a folder is selected. Folder name localization function. English folder names can be specified when opening in the English version. -''Export Selected Elements'' Export the selected elements as an .exrbr file. If multiple selections are made, they are combined into one file. The .exrbr file is a file format that allows various resources to be compiled and imported into Bakin. - ''Open the Resources Folder in Explorer'' Not used for physics settings in Resource Management. Not used for physics settings in the Resources. - ''Open the Import Folder in Explorer'' Not used for physics settings in Resource Management. Not used for physics settings in the Resources. - ''Copy GUID'' Copy the specific GUID. - ''Sort This Hierarchy by Name'' Sort alphabetically by name within the selected hierarchy/folder. - ''Sort Selected Elements by Name'' Sort only on multiple selections. -''Be Sure to Include in Published Work Export'' Ensure that the selected resources are included in the work when it is exported as a published work. ''&color(red){(!)};''When exporting a work as a published work, resources other than “resources used in the game,” such as those placed on maps or used in events, will not be included in the work. Therefore, resources that are used only by plug-ins installed in the work must be explicitly included in the work with this feature. **Physics Setting Preview[#kea2db39] This is the preview screen of the physics setting. Confirms the physics setting. //COLOR(#FF0000):画像入る #ref(Physics SettingsPreview.png) #br -''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 [#jc795af1] This section provides detailed settings for physics settings. //COLOR(#FF0000):画像入る #ref(Physlcs Settings tab.png) #br -''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. #br //COLOR(#FF0000):画像入る --''Shape'' Select the shape of the physics setting. #br //COLOR(#FF0000):画像入る #ref(Physlcs Settings Shape.png) #br [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. #br //COLOR(#FF0000):画像入る #ref(Physlcs Settings Shape type.png) #br [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.