| Property name | Description |
| Use in simulation | control, if the model is used in the simulation . You need at minimum two objects for starting the simulation |
| Use as |
Which type has the model . At this time the following types available
|
| Create model for bounding hull | If on from the properties in the category is set to on , a new model from the bounding hull for this model will be created . It is useful for looking, if the bounding hull matches the model . The new model is created at the position from the original model at the start or endtime in the choreography . "Dynamic Explodeobject" and "Dynamic Breakable Explodeobject" are build as one model holding the single pieces in groups, similar the original model. To check, if the hulls are matching with the original models, simply drop the new created model into the choreography (example project) . |
| Material settings |
In this category you can change the physical characteristics for the
object . The plugin has now two different material systems a normal and
a extended materialsystem . If you use the extended materialsystem the
settings for Softness,Elasticity, Static and Dynamic Friction in this
category are ignored . - Softness
The softness of the object. This value has influence on the correcting
factor with the recognition of penetrations of objects As rule of
thumb can apply here, if penetrations in the simulation occur, a higher
value for the softnessfactor should be used. - Elasticity
The elasticity of the Models. Thus it is specified, like flexibly the
material of the model behaves,i.e. around how much the model springs
back. - Static Friction
The force that keeps an object from moving initially
- Kinetic Friction
The force that slows down an object after it gets moving
- Extended Material
Only usable if "Use extended material" is ON in the projectsettings.
The difference between the normal material system and the extended
material system (and using the extended materialsystem) is explained here. - MaterialTo select a material , double click on the right side from this property . Now a dialog is opened , where you can select the material .
This property is only for viewing , which extended material is
selected and a workaround for the problem , that the button above is
not updated correct after loading a projectfile
|
| Dynamic Object settings |
In this category are the settings for dynamic objects . Not available for
Static Object, Static with Action and Static Fluidsurface - Subdivision for collision hulls
With this property you can steer the resolution for the created collision hull . - Freeze objectFor a detailed description look here.
With this property the model can be frozen and released again. This
property is animatable over the time. If Freeze is ON , then
keyframes, they are exists for this time, are not overwritten by the
plugin.
- Use calculated CoM
If this property is set to ON, the center of mass for the model
is calculated by the plugin, otherwise the center of mass for the
model is X/Y/Z 0 in the modeling window, equal where the model is
placed (example project)
This property is animatable over time . This setting is override, if
another dynamic object collides with this object. (example project)
- High velocity objectSetting this property to ON prevents objects with a very high speed from tunneling other models . Should only be used, if you have really high velocity objects like this example. (example) - Use group density
Only for models with "Newton_" or "Explode_" groups . Then the density
from this groups is used and the center of mass for this model is
calculated based on this groups, instead of the center from the whole
model. - DensityLook at this projectfile , how to use this feature .
The density for this object. The weight for the model are calculated
from this value and the volume from the model. Normally the values
between 1 (water at 20 Degrees) and 20 (wolfram) .More information
about density you can find at Wikipedia
. This is a physiksimulation and can be braked with to high density
values . In the real world the highest known density has Iridium with a
density value from 22.42. - Gravity
Gravitation , they can be for each model different . Default is the gravitation of earth
- Damping
The absorption value for the direction/speed. Thus e.g. air resistance
is simulated. With a higher value, the model loses more energy per
simulated Frame. With the preset value and a gravitation of 9.807, the
model will simulate a realistic free case. A lower value accelerates
the speed for the model, a higher value slows down these. - Joint with other objects
Not available for Dynamic Explodeobject
A joint can be created between this object and another static or null object. A fixed joint can be created also between two "Dynamic Objects" . Be sure that both objects must have "Use in simulation" set to ON. - Jointtype
- None - Joint with
all other joint options ignored , there is no joint
- Fixed
this type of joint can be used to drag a model with a Nullobject or
hold a dynamic object at a determined position with the possibility to
rotate around the joint - Breakablethis joint is the Ball and Socket joint from the newton library. The center for this joint can be defined with the property "Anchor point". example for fixed joint
this joint can be destroyed , can only be created with a static object
and should be used as example for a picture that hangs on a wall
,hit by another dynamic object , when then the hitting force is
higher the "Force to break the joint" the picture are then affected
from the gravity and falling down
example for breakable joint
Here you can select the dynamic, static or null object for this joint . Only
possible objects are displayed in the dialog , they is opened after
double click in the right side from this property - Anchor pointonly available if the Jointtype is Fixed . The anchor point between two objects can be controlled with this property . The values for "User defined" type are in world space. example for the different types. - Angular Limits
only available if the Jointtype is Fixed . - Force to break the jointWith this properties you can limited the rotation around the connection center for the fixed joint
only available if the Jointtype is Breakable
Here you can control the force , they is needed to break this joint |
| Explode Object settings |
Only available for Dynamic Explodeobject (example project) - Explosion center
the point from which the moving direction for the explode pieces is calculated
- Modelcenter - Explosion speed
the center from the bounding box for this model
- User defined center
a free defined point. This point is defined in the global space and can
be controlled with thy X,Y,Z values in the Center property - Center from other object
the center from the bounding box from another model , which can
selected from the dialog , they will appear after double click in the
right side of the "Center from" property
the initial speed for the explosion pieces
- Additional rotation
here you can insert a rotation velocity, they will be added at the
simulation starting time to each explosion piece
|
| Breakable Explode Object Settings |
Only available for Dynamic Breakable Explodeobject - Force to break the joints
the force they is needed to break the inner object joints
|
| Fluid Settings |
Only available for Static Fluidsurface, the default settings are the
values for water at 20 degree Celsius - Density
the density for the fluid or gas
- Viscosity (linear motion)
the viscosity from the fluid or gas
- Viscosity (angular motion)
the same as above , only a extra property for tweaking
- Fluid deep
the deep for the fluid (or high for gas)
|
| Property name | Description |
| Description for this plugin | Click on the right corner , and you are here :-) |
| Use Chor Time Range | If this property is set to ON , the simulation starts at time 0 and runs the choreography length. If you set it to OFF you can select the start and endtime for the simulation manually. |
| Display while simulate | If
this property is set to ON, than the plugin writes the keyframes after
each frame is calculated and update the screen , so you can view in
real time , what the plugin does . This has also a side effect for
canceling the calculation with the Escape key .If this property is set
to ON , they keyframes are written , and if Reduce Keyframe is one the
written keyframes are also reduced. If this property is set to OFF,
pressing the Escape key during the calculation , preverse the plugin
from saving and reducing (if Reduce Keyframes is on) the keyframes . If you have many Dynamic Objects in the chor and high frame count to calculate, it is recommended to set this property to OFF, otherwise you can get a memory problem and it increases also the simulation speed . |
| Use calculated worldsize | If this property is set to ON, the world size for the simulation is computed to the point of starting time. Otherwise a world size of 1000 meters in all axis is considered used (X+ of 1000 meters, x of -1000 meters, similar for all other axles), "Dynamic Objects", they are leave this world box would be frozen |
| Scale world | If this property is set to "On" , the world is scaled up with the factor 10 . It is helpful , if you have very small models . Be carefully with this option , the behavior of the simulated objects are in some cases different to unscaled world . (example) |
| Reduce Keyframes | Thus the number of keyframes per channel can be reduced. Works similar to the Reduce existing in A:M, protects you however to have to accomplish the Reduce for each channel individually and reduces at the same time the file size considerably. |
| Write Logfile | If this property is set to ON , a Logfile in the project directory is created ("newtonlog_(projectname).txt"). In this Logfile are some informations about the objects, they are used in the simulation . |
| Resolution for Static with Action | With this setting you can control , how often for a single frame a collissioncheck for the objecttype "Static with Action" with all dynamic objects is done . In most situations the standard settings is good enough. Should only be changed, if you have a "Static with Action" that have "Newton_" groups , like a actor (as example Howie in the vase example) . Higher values for this properties growing the time needed for simulation exponential . (example) |
| Property name | Description |
| Use extended material | If this property is set to ON , for all choreographies for this project the extended material system is used instead of the simplified material system. |
| Materialfile | With a double click in the right side , you can select the Materialfile, that is used for the extended materialsystem . |