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jit.phys.body

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(Initial upsert from JITobjectNT list)
 
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==Using the {{maxword|name=jit.phys.body}} object==
 
==Using the {{maxword|name=jit.phys.body}} object==
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* ./examples/jitter-examples/render/physics/phys.body.collisions.maxpat shows how to test for collisions using rigit bodies.
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* ./examples/jitter-examples/render/physics/phys.body.concave.maxpat shows how using the "@shape concave" mode with jit.phys.body objects allows for rigid surfaces with holes and indententations.
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* ./examples/jitter-examples/render/physics/phys.body.dynamicmesh.maxpat uses the "@shape dynamicmesh" mode with jit.phys.body to create a dynamically shifting rigid surface and introduces the kinematic mode.
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* ./examples/jitter-examples/render/physics/phys.body.filters.maxpat edemonstrates how you can create different classes and filters to prevent or allow collisions among classes.
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* ./examples/jitter-examples/render/physics/phys.body.velocity.maxpat shows how movement and speed of rigid bodies can be controlled using impulses, velocity, damping, friction and restitution.
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* ./examples/jitter-examples/render/model/model.bone.rigidbody.maxpat shows how to bind a particular bone in a rigged model to a jit.phys.body.
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=={{maxword|name=jit.phys.body}} Tutorials==
 
=={{maxword|name=jit.phys.body}} Tutorials==
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* http://cycling74.com/2012/09/17/introduction-to-jit-phys-part-1/. A great video introduction to working with jit.phys.body and Max physics in general.
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* http://cycling74.com/2012/09/21/introduction-to-jit-phys-part-2/. Expands on the jit.phys.body object introducing the use of collisions, impulses, and contstraints.
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=={{maxword|name=jit.phys.body}} Tips and Workarounds==
 
=={{maxword|name=jit.phys.body}} Tips and Workarounds==
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* When trying to create a static rigid body that is not affected by gravity or moved by collisions, simply set the mass to 0.  If you want to alter the position or rotations of the massless object, you will need to set the @kinematic attribute to 1.
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==Third-Party Max externals similar to the {{maxword|name=jit.phys.body}} object==
 
==Third-Party Max externals similar to the {{maxword|name=jit.phys.body}} object==
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==People who looked at/used this object also looked at....==
 
==People who looked at/used this object also looked at....==
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* {{maxword|name=jit.phys.ghost}}
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* {{maxword|name=jit.phys.multiple}}
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* {{maxword|name=jit.phys.point2point}}
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* {{maxword|name=jit.phys.world}}
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* {{maxword|name=jit.gl.physdraw}}
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* {{maxword|name=jit.gl.mesh}}
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* {{maxword|name=jit.gl.gridshape}}
  
 
==Errors or Clarifications==
 
==Errors or Clarifications==

Latest revision as of 05:52, 3 June 2013

Contents

[edit] jit.phys.body online refpage

[edit] Using the jit.phys.body object

  • ./examples/jitter-examples/render/physics/phys.body.collisions.maxpat shows how to test for collisions using rigit bodies.
  • ./examples/jitter-examples/render/physics/phys.body.concave.maxpat shows how using the "@shape concave" mode with jit.phys.body objects allows for rigid surfaces with holes and indententations.
  • ./examples/jitter-examples/render/physics/phys.body.dynamicmesh.maxpat uses the "@shape dynamicmesh" mode with jit.phys.body to create a dynamically shifting rigid surface and introduces the kinematic mode.
  • ./examples/jitter-examples/render/physics/phys.body.filters.maxpat edemonstrates how you can create different classes and filters to prevent or allow collisions among classes.
  • ./examples/jitter-examples/render/physics/phys.body.velocity.maxpat shows how movement and speed of rigid bodies can be controlled using impulses, velocity, damping, friction and restitution.
  • ./examples/jitter-examples/render/model/model.bone.rigidbody.maxpat shows how to bind a particular bone in a rigged model to a jit.phys.body.


[edit] jit.phys.body Tutorials


[edit] jit.phys.body Tips and Workarounds

  • When trying to create a static rigid body that is not affected by gravity or moved by collisions, simply set the mass to 0. If you want to alter the position or rotations of the massless object, you will need to set the @kinematic attribute to 1.


[edit] Third-Party Max externals similar to the jit.phys.body object

Maxobjects.com listing for the jit.phys.body object

[edit] People who looked at/used this object also looked at....

[edit] Errors or Clarifications

(please list things that you believe to be errors or omissions from the existing refpage)