MassFX_RBody - superclass: modifier; super-superclass:MAXWrapper - 54:8 - classID: #(685326, 452282)
Value > MAXWrapper > Modifier > MassFX_RBody |
NEW in 3ds Max 2012: This class implements the MassFX Rigid Body Modifier.
"Rigid Body Properties" rollout
Get/set the state of the "Rigid Body Type" drop-down list.
1 - Dynamic (default) - the Rigid Body is driven by the simulation. It is applied gravitational forces, participates in and reacts to collisions with other Rigid Bodies etc. It's Rigid Body Mesh cannot be concave.
2 - Kinematic - the Rigid Body is driven by pre-defined (usually keyframed) animation and can drive Dynamic Rigid Bodies but is otherwise unaffected by the physics simulation. It's Rigid Body Mesh cannot be concave.
3 - Static - the Rigid Body is unyielding and can interact with Dynamic Rigid Bodies but cannot be animated. It's Rigid Body Mesh can be concave.
Get/set the state of the "Until Frame" checkbox. When set to true, the type of the Rigid Body can be switched from Kinematic to Dynamic at a specified frame provided by the .switchTypeAtFrame property.
Get/set the frame on which the Rigid Body will be switched from Kinematic to Dynamic if the .switchType property is set to true.
Get/set the state of the "Bake/Unbake" button. When baked, the animation of a Dynamic Rigid Body will be converted to keyframes.
0 - Unbaked - setting the property to 0 will unbake the Rigid Body and switch the button's caption to "Bake".
1 - Baked - setting the property to 1 will bake the Rigid Body and switch the button's caption to "Unbake".
Get/set the state of the "Use Gravity" option.
If set to true and if the global Gravity switch in the MassFX World panel is enabled, the Dynamic Rigid Body will be affected by Gravity.
Get/set the state of the "Use High Velocity Collisions" option.
If set to true and if the global High Velocity Collisions switch in the MassFX World panel is enabled, the Dynamic Rigid Body will perform continuous collision detection.
Get/set the state of the "Start In Sleep Mode" option.
When set to true, the Dynamic Rigid Body will be placed in sleep mode at the start of the simulation, using the global sleep mode settings. This means that it will not move until struck by a non-sleeping Rigid Body.
Get/set the state of the "Collide With Ridig Bodies" option.
When set to true, the Rigid Body will collide with other Rigid Bodies When set to false, the Rigid Body will not participate in collisions.
Get/set the Density value of the Rigid Body. The Density is measured in grams per cubic centimeter. Changing this value automatically calculates the correct mass for the object, based on its volume.
Get/set the Mass of the Rigid Body measured in kilograms.
Get/set the Static Friction value of the Rigid Body's Physical Material.
Static Friction is the degree of difficulty for two Rigid Bodies to start sliding against one another. A value of 0.0 indicates no friction, a value of 1.0 indicates full friction. The effective static friction between two rigid bodies is the product of their static friction values. If one rigid body has a static friction of 0.0, it doesn't matter how what the value of the other is. (Everything slides on wet ice; even sandpaper.) Once the two objects start sliding, the Dynamic Friction (see below) applies instead.
Get/set the Dynamic Friction value of the Physical Material.
Dynamic Friction is the degree of difficulty for two rigid bodies to keep sliding against one another. Technically, this parameter is called the "coefficient of kinematic friction." A value of 0.0 indicates no friction, a value of 1.0 indicates full friction. In the real world, this value should be less than the coefficient of static friction - it's harder to start pushing a an object than it is to keep it moving. As with static friction, the effective value between two rigid bodies is the product of their respective values.
Get/set the Bounciness value of the Rigid Body's Physical Material.
This value controls how an object bounces when it hits another rigid body. Technically, this parameter is called the "coefficient of restitution." A value of 0.0 indicates no bounce, a value of 1.0 indicates that the object will bounce off just about as hard as it hit. The effective bounciness between two rigid bodies is the product of their bounciness values.
This property is exposed by the "Override Physical Mesh" checkbox's parameter, but should not be used.
Use the methods .GetRBMeshOverrideMasterMat() and .SetRBMeshOverrideMasterMat() documented below to get and set the Override Physical Material option per mesh.
Returns the number of Rigib Body Meshes.
Adds a Ridid Body mesh and returns its index.
Returns the Name of the indexed Rigid Body mesh.
Sets the Name of the indexed Rigid Body mesh to the string passed as second argument.
Deletes the indexed Rigid Body mesh.
Returns true on success, false on failure.
Copies the indexed Rigid Body mesh to the Clipboard.
Returns true on success, false on failure.
Pastes the Rigid Body mesh from the Clipboard, if available.
Returns true on success, false on failure.
Returns the Type of the indexed Rigid Body mesh.
Sets the Type of the indexed Rigid Body mesh to the integer passed as second argument.
Converts the indexed Rigid Body Mesh to Custom Mesh and returns it as a node.
Returns the Override Master Material property of the indexed Rigid Body mesh as boolean value.
Sets the Override Master Material of the indexed Rigid Body mesh to the boolean value passed as second argument.
Returns the transformation matrix of the indexed Rigid Body mesh.
Sets the transformation matrix of the indexed Rigid Body mesh to the matrix3 value passed by the second by-reference argument.
Returns the Shape of the indexed Rigid Body mesh as a TriMesh value.
Sets the Shape of the indexed Rigid Body mesh to the triMesh value passed as second argument.
"Initial Motion" group of controls
Get/set the state of the Initial Motion Style radio buttons.
Get/set the Initial Velocity X, Y and Z values of the Rigid Body. These define the direction of the initial velocity.
Get/set the Initial Velocity's Speed value of the Rigid Body. This defines the magnitude of the Initial Velocity.
Get/set the Initial Spin X, Y and Z values of the Rigid Body. These define the axis of the initial spin.
"Center Of Mass" group of controls
Get/set the X, Y and Z coordinates of the Rigid Body's Center Of Mass in object space.
See the method .CalculateMassCenter() below for setting these values automatically based on the Rigid Body's meshes.
Calculates the Center Of Mass and sets the properties .MassCenterX, .MassCenterY and .MassCenterZ. Returns the result as a Point3 value.
"Sphere Physical Mesh Params" rollout
Exposes the Radius spinner's track value. The methods documented below should be used to get and set the Mesh Radius values of specific meshes instead.
Returns the Radius of the indexed Rigid Body mesh.
Sets the Radius of the indexed Rigid Body mesh to the floating point value passed as second argument.
"Box Physical Mesh Params" rollout
These properties expose the Length, Width and Height spinners found in the UI. The methods documented below should be used instead for getting and setting the Length, Width and Height of the specific meshes.
Returns the Length of the indexed Rigid Body mesh.
Sets the Length of the indexed Rigid Body mesh to the floating point value passed as second argument.
Returns the Width of the indexed Rigid Body mesh.
Sets the Width of the indexed Rigid Body mesh to the floating point value passed as second argument.
Returns the Height of the indexed Rigid Body mesh.
Sets the Height of the indexed Rigid Body mesh to the floating point value passed as second argument.
"Convex Physical Mesh Params" rollout
Returns the Inflation value of the indexed Rigid Body mesh.
Sets the Inflation of the indexed Rigid Body mesh to the floating point value passed as second argument.
Returns the Vertex Limit of the indexed Rigid Body mesh.
Sets the Vertex Limit of the indexed Rigid Body mesh to the integer value passed as second argument.
"Composite Physical Mesh Params" rollout
Generates the Composite Mesh of the indexed Rigid Body Mesh.
Returns true on success, false on failure.
Returns the Composite Mesh count.
Returns the indexed Composite Mesh specified by the second argument of the Rigid Body Mesh specified by the first argument.
<MassFX_RBody>.meshCustomMesh UndefinedClass default: undefined -- node; None; !error setting value!
"Custom Physical Mesh Params" rollout
Returns true on success, false on failure.
Returns the Custom Node of the indexed Rigid Body mesh.
Sets the Custom Node of the indexed Rigid Body mesh to the node value passed as second argument.
See the sections above for the documentation of the properties exposed by this interface.
See the sections above for all methods exposed by this interface.