This tab list allows you to control to select and tweak them properties of an existing physic material contained in your library. If no asset has been manually specified the physic material listed will be the one that corresponds to the active object selection (if any).
Asset: Enter the name of an existing physic material asset to specify which one should be edited, or press the to populate the list of all physic materials; select an entry to confirm. Use the button to cancel the active selection and fallback to the default physic material associated with the active object selection. To use for reference only the value located on the right side of the indicate how many resources are currently using the active physic material.
The icon located at the top right of the slot box indicate if the material selection is currently set to automatic or manual.
Friction: Specify the force that rests the motion on the surface.
Restitution: Determine the "bounciness" factor of the collision.
Fric. Combiner: Specify how the friction of the active physic object using this physic material should be combined with the other collision object friction. Choose between Default
which will mix (multiply) the two friction together. Average
that as the method name implies will calculate the average between the two. Minimum
will use the lowest friction value and finally Maximum
that will use the highest friction.
Rest. Combiner: Determine how the restitution of the two physic object that collides will be combined. Choose between the same methods as the friction combiner: Default
, Average
, Minimum
and Maximum
.
Linear Stiffness: Determine how "springy" the collision of the physic object using this physic material will be.
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