Back in the Object Properties panel,
select the FX Collision listing for
the Solids object. Then, set the
Bounce/Bind power to 40% (Figure
14.7). The default 200% is way too
???bouncy,??? which is why this ball fell,
then bounced off into the air.
13. Click the Calculate button again, and
the ball now slides down the objects
better. But it??™s still not quite right, is it?
14. Select the Ball object in the Object
Properties panel, then select the
HardFX listing.
15. Increase the value of the Weight setting
to 0.2. This will make the ball
heavier. If you calculate again, the
ball slides much better. But it slides.
It should roll, shouldn??™t it? You can
change this too.
16. On the Rotation tab, change the
Impact Effect from Force to Roll
(Figure 14.8).
17. Click the Collision tab and change
the Collision by option from Node
to Sphere.
The Node setting tells LightWave to
use every point within the object to
calculate collision dynamics. That
can be significant for complex models
and interactions, but in a simple scene
like this, containing simple geometric
objects, the Node setting simply slows
down your animation with excess
calculation.
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