A Physicalize Behavior (bePhysicalize) activates / deactivate physics simulation for an Entity. In other words, it allows to switch Entities back and forth to ragdolls, animate a physicalized limb (such as a horse tail), collide with other Entities or the ground...
A Physicalize Behavior in the Behavior Editor
Unlike the other behaviors, the Physicalize Mode of an Entity only happens when the behavior is stopped (see Triggers to see how to stop a behavior), but physicalization/dephysicalization is done when the behavior is started. This allows to control how the previous velocities and inertia will be inputted in the Physics simulation.
- Behavior Editor / Behavior Library:
- Golaem Menu: Crowd Behaviors / Behaviors / CrowdBe Physicalize Node
- MEL command: glmCrowdBePhysicalizeCmd;
Physics Attributes of a Physicalize behavior
Select the behavior mode:
Select the physicalization mode (in the case of Behavior Mode is set to Physicalize):
|Lock Posture on Stop||
Available only when Behavior Mode is set to Dephysicalize
If checked, the Entity keeps playing the last posture infinitely (very useful for dead characters who should stop moving). If not, the Entity goes back to its neutral posture or play some motion (if a Motion or Locomotion Behavior is running)
Notice that when the Entity is dephysicalized, it can not be used as a collider with other Entities any more. If you want to freeze an Entity and keep it in the physics simulation as a collider, see the Static Body Physics Mode above.
|Blend to animation time||
Available only when Physicalize Mode is set to Kinematic
Time during which the ragdoll posture will be blended with the animation when switching back from dynamic to kinematic mode. This allows a smoother switch when recovering from ragdoll to animation.
Stiffness used to compute the torque to apply on a rigid body to reach the current animation posture.
Damping used to compute the torque to apply on a rigid body to reach the current animation posture.
The damping part ensure the computed torque will not result in higher velocities than the animation velocity and helps stabilizing the simulation (the highest the value is, the best the stability is).
Stiffness used to compute the force to apply on a rigid body to reach the current animation posture.
The greater this parameter is, the most similar to the animation the rigid body orientation and position will be and the most responsive the animation is.
But with great power comes great instability, use the Damping to fix the instability once the expected responsivity is found.
Damping used to compute the force to apply on a rigid body to reach the current animation posture.
By default, the physics simulation will be computed on the entire body (meaning all joints for which physicalized have been checked when exporting the Character file, see Body Physics Properties). However these physicalized joints list can be filtered by the body mask to compute physics simulation only on specified channels.
if checked, physics simulation is activated on the Entity Pelvis.
Note that this body part should be checked if you want to drive the global position/orientation of the Entity with physics
List of the spines affected by the behavior. You may specify any spine name as seen in the Motion Mapping Panel of the Character Maker.
Star ( * ) wildcard is authorized at begin or/and end of names (i.e. spine*, *spine, etc.).
Separate the channels names by coma ( , ), leading and trailing spaces will be ignored.
Use the * wild card to use all limbs.
Names are NOT case sentitive (compared as lowercase).
List of the limbs channels to play on the entity. Use the button to open a window with the name of all the available Limbs for the Character Files loaded in the scene. Those names can also be found in the Motion Mapping Panel of the Character Maker.
Star ( * ) wildcard is authorized at the beginning or/and end of names (i.e. left*, *arm, etc.).
Separate the channel names by comma ( , ), leading and trailing spaces will be ignored.
Use the * wild card to use all limbs.
Names are NOT case sensitive (compared as lowercase).
List of the effectors channels to play on the entity. Use the button to open a window with the name of all the available Effectors for the Character Files loaded in the scene. Those names can also be found in the Motion Mapping Panel of the Character Maker.
Collision ID Attributes
|Set Collision ID||
Enable to set a collision ID
Note that the collision ID will only be set on the currently configured mask. By using several Physicalize Behavior, you can set different collision IDs on different parts of the body
Collision ID to set