It??™s a way of separating
and isolating dynamics, while maintaining control.
?—? The Type drop-down specifies the surface shape the selected object ???shows??? to
objects that collide with it, and that is used to calculate the results of that collision,
such as the angle at which a given object will ricochet away from its surface.
The Object setting uses all the points on an object??™s surface to calculate collision
results; it provides the most realistic dynamics but requires a lot of processing
power and rendering time. The Sphere, Box, and Plane settings calculate collisions
as if the selected object, no matter how complex in shape, were one of those simpler
objects. These options result in collisions that are not as precise, but they suffice
in many instances, often appear no different, and can save a lot of rendering
time. The Object-Subdiv type setting lets you apply different collision properties
to surface subpatches within a single object.
Figure 14.10 The collision controls are
located mainly on the Mode tab, part of the
Dynamics tab of the Object Properties panel.
?—? The Mode drop-down determines how objects will react to the selected object
when they collide with it.
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