Control & Physics 2
“Name Space” By default this will say “Person”. This will display the name of the currently selected Person Atom. You can rename it here as well.
Please see Person Atom Basics for general information regarding the Person Atom.
Setting a joint to “Control” means that the individual joint control has been set to “On” in it’s control panel. Please see Atom Control for more information.
”Key Joints: Control All” Sets the Key joints: Hands, Feet, Chest, Hip and Head, Position and Rotation values to “On”.
”Key + Elbows + Knees: Control All” Sets the Key joints including the Elbows and Knees to Position and Rotation values “On”
”All Joints: Control All” All joint nodes are set to control, except for nipple controls on the Female model and genital controls on the Male model, to Position and Rotation values “On”.
”All Joints: Control Position” All joint nodes are set to Position Control “On”, while Rotation is Control is turned “Off”
”Key Joints: Comply” Sets the Key joints: Hands, Feet, Chest, Hip and Head to Comply Position and Rotation “On”
”Key + Elbows + Knees: Comply” Sets the Key joints including the Elbows and Knees to Position and Rotation to Comply “On”
”All Joints: Comply” All joint nodes, except for nipple controls on the Female model and genital controls on the Male model, to Position and Rotation Comply “On”.
”All Joints: Control Off” Turned all controls off. Allowing the Person Atom to drop to the floor unsupported.
The following controls affect the Person Atom’s Joint physics settings globally. You can also individually set specific joints individually by selecting them and going to the Joint Physics tab.
”All Joints: Max Hold Spring” Sets all joints “Hold Position Spring” to “10000” and “Hold Rotation Spring” to “1000”. This affects all control nodes except for the Female nipples and Male Genitals.
”All Joints: Percent Hold Spring” Works in conjunction with ”Percent Spring”.
Setting the amount of spring you want with the ”Percent Spring” slider then clicking this button sets all Joint Control Physics settings, except for the Female nipples and Male Genitals, to the specified Spring slider value.
”Percent Spring” This slider works in conjunction with ”All Joints: Percent Hold Spring” Setting this slider to the desired value then clicking the above button sets all Joint Control Physics settings for Spring, except for the Female nipples and Male Genitals, to this specified value.
”All Joints: Min Hold Spring” Sets all joints “Hold Position Spring” and “Hold Rotation Spring” to “0”.
This affects all control nodes except for the Female nipples and Male Genitals.
“Damper” affects how quickly the underlying Mesh Rig reacts to the movement of the Control Rig. The lower the number the faster the Mesh Rig reacts to the motion of the Control Rig. The higher the number the slower the Mesh Rig reacts to the movement of the Control Rig.
"All Joints: Max Hold Damper” Sets all joints “Hold Position Damper” to “100” and “Hold Rotation Damper” to “10”. This affects all control nodes except for the Female nipples and Male Genitals.
”All Joints: Percent Hold Damper” Works in conjunction with ”Percent Damper”. Setting the amount of damper you want with the ”Percent Damper” slider then clicking this button sets all Joint Control Physics settings, except for the Female nipples and Male Genitals, to the specified slider value.
”Percent Damper”This slider works in conjunction with ”All Joints: Percent Hold Damper” Setting this slider to the desired value then clicking the above button sets all Joint Control Physics settings for Damper, except for the Female nipples and Male Genitals, to this specified value.
”All Joints: Min Hold Damper” Sets all joints “Hold Position Damper” and “Hold Rotation Damper” to “0”. This affects all control nodes except for the Female nipples and Male Genitals.
”All Joints: Set Max Velocity”
”Max Velocity To Set”
”All Joints: Max Velocity Soft (0.1)”
”All Joints: Max Velocity Soft (0.2)”
"All Joints: Max Velocity Normal (10.0)”
The “Friction Combine” and the “Bounce Combine” are all about how two separate Physics Objects interact within the scene.
There is a priority system to these settings when two objects interact using different Combine settings.
To quote from Physic Material: The priority order is as follows: Average < Minimum < Multiply < Maximum. For example, if one material has an Average set but the other one has Maximum, then the Combine function to be used is Maximum, since it has higher priority.
”Friction Combine”
”Bounce Combine”
“Average” Will take the average of the settings from the two objects interacting and use that.
”Multiply” Will multiply the settings of the two objects.
”Minimum” Will take the smaller of the two interacting values.
”Maximum” Will take the larger of the two interacting values.
This is an example of both the floor and the cone having ”Bounciness” set to “1” and ”Bounce Combine” set to ”Multiply”.
This causes the cone to bounce higher and higher as it’s bounce force is multiplied with the Box's bounce force.
”Static Friction” This is the friction used when the Person Atom is resting in place and isn’t moving, as well as the amount of friction used to bring the Atom to a stop after it is in motion.
This value can only be between 0 and 1. A lower value makes it very easy to be moved and takes much longer to bring to a stop, a higher value makes it much more difficult to move and brings the object to a stop much more quickly.
”Dynamic Friction” This is the friction used once force has been applied to the Person Atom and it is in motion.
This value can only be between 0 and 1.
A lower value will make the object move very easily across the surface.
A higher value will make it very difficult to keep moving as shown in this gif example.
”Bounciness” Is not very effective on the Person Atom. You can see a small difference if you turn off advanced colliders, set bounciness to 1, and set Bounce Combine to “Maximum”.
If you drop the person they have a bit more bounce around the pelvis region.
Please see Person Atom Basics for general information regarding the Person Atom.
Setting a joint to “Control” means that the individual joint control has been set to “On” in it’s control panel. Please see Atom Control for more information.
”Key Joints: Control All” Sets the Key joints: Hands, Feet, Chest, Hip and Head, Position and Rotation values to “On”.
”Key + Elbows + Knees: Control All” Sets the Key joints including the Elbows and Knees to Position and Rotation values “On”
”All Joints: Control All” All joint nodes are set to control, except for nipple controls on the Female model and genital controls on the Male model, to Position and Rotation values “On”.
”Key Joints: Comply” Sets the Key joints: Hands, Feet, Chest, Hip and Head to Comply Position and Rotation “On”
”Key + Elbows + Knees: Comply” Sets the Key joints including the Elbows and Knees to Position and Rotation to Comply “On”
”All Joints: Comply” All joint nodes, except for nipple controls on the Female model and genital controls on the Male model, to Position and Rotation Comply “On”.
”All Joints: Control Off” Turned all controls off. Allowing the Person Atom to drop to the floor unsupported.
The following controls affect the Person Atom’s Joint physics settings globally. You can also individually set specific joints individually by selecting them and going to the Joint Physics tab.
”All Joints: Percent Hold Spring” Works in conjunction with ”Percent Spring”.
Setting the amount of spring you want with the ”Percent Spring” slider then clicking this button sets all Joint Control Physics settings, except for the Female nipples and Male Genitals, to the specified Spring slider value.
This affects all control nodes except for the Female nipples and Male Genitals.
“Damper” affects how quickly the underlying Mesh Rig reacts to the movement of the Control Rig. The lower the number the faster the Mesh Rig reacts to the motion of the Control Rig. The higher the number the slower the Mesh Rig reacts to the movement of the Control Rig.
The “Friction Combine” and the “Bounce Combine” are all about how two separate Physics Objects interact within the scene.
There is a priority system to these settings when two objects interact using different Combine settings.
To quote from Physic Material: The priority order is as follows: Average < Minimum < Multiply < Maximum. For example, if one material has an Average set but the other one has Maximum, then the Combine function to be used is Maximum, since it has higher priority.
This causes the cone to bounce higher and higher as it’s bounce force is multiplied with the Box's bounce force.
This value can only be between 0 and 1. A lower value makes it very easy to be moved and takes much longer to bring to a stop, a higher value makes it much more difficult to move and brings the object to a stop much more quickly.
”Dynamic Friction” This is the friction used once force has been applied to the Person Atom and it is in motion.
This value can only be between 0 and 1.
A lower value will make the object move very easily across the surface.
A higher value will make it very difficult to keep moving as shown in this gif example.
If you drop the person they have a bit more bounce around the pelvis region.
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