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This is the generic solver node for different nThings For now nCloth, but later nBases, nRigidBodies....

Node name Parents MFn type Compatible function sets
nucleus transform kNucleus kBase
kNamedObject
kDependencyNode
kNucleus

Attributes (47)

airDensity, collisionFlag, collisionLayerRange, collisionSoftness, currentTime, enable, forceDynamics, frameJumpLimit, gravity, gravityDirection, gravityDirectionX, gravityDirectionY, gravityDirectionZ, inputActive, inputActiveStart, inputCurrent, inputPassive, inputPassiveStart, inputStart, maxCollisionIterations, outputObjects, planeBounce, planeFriction, planeNormal, planeNormalX, planeNormalY, planeNormalZ, planeOrigin, planeOriginX, planeOriginY, planeOriginZ, planeStickiness, selfCollisionFlag, spaceScale, startFrame, startTime, subSteps, timeScale, timingOutput, usePlane, useTransform, windDirection, windDirectionX, windDirectionY, windDirectionZ, windNoise, windSpeed

Long name (short name) Type Default Flags
inputStart (is) nId NULL arrayoutputinputconnectablestorable
Input start eval connection from active nObjects. This should be connected from the eval start output of all the active nObjects simulated by this solver. Valid inputs are nCloth, dynamicConstraints, nBase, etc.
inputCurrent (ic) nId NULL arrayoutputinputconnectablestorable
Input current position eval from active nObjects. This should be connected from the eval current output of all the active nObjects simulated by this solver. Valid inputs are nCloth, dynamicConstraints, nBase, etc.
inputActive (niao) Generic n/a arrayoutputinputconnectablestorable
Input nData from active nThings. This should be connected from the output of all the active nThings simulated by this solver Valid inputs are nCloth (nBase, etc)
inputPassive (nipo) Generic n/a arrayoutputinputconnectablestorable
Input nData from passive nThings. This should be connected from the output of all the passive nThings connected to this solver Valid inputs are polygons, nurbs surfaces, nurbs curves, and lattices.
inputActiveStart (nias) Generic n/a arrayoutputinputconnectablestorable
Input nData from active nThings. This should be connected from the output of all the active nThings simulated by this solver Valid inputs are nCloth (nBase, etc)
inputPassiveStart (nips) Generic n/a arrayoutputinputconnectablestorable
Input nData from passive nThings. This should be connected from the output of all the passive nThings connected to this solver Valid inputs are polygons, nurbs surfaces, nurbs curves, and lattices.
outputObjects (noao) Generic n/a arrayoutputinputconnectable
Output Geometry for soft body.
currentTime (cti) time 0film outputinputconnectablekeyable
This is the current time used for the nucleus solve. By default, it is given an incoming connection from the main time node. This can be replaced with some other connection (e.g. from an expression or param curve), and then the solving is done based on that time value. There must be some incoming connection in order for the solve to take place and connected objects to play back.
startTime (sti) time 1.0film outputinputconnectablestorablehidden
The actual time of the start frame at the current frame rate.
startFrame (stf) double 1.0 outputinputconnectablestorablekeyable
The frame at which the solver will initialize and start solving. This attribute gets connected to all the objects controlled by this solver so that the start of the solve is synchronized.
frameJumpLimit (fjlt) integer 1 outputinputconnectablestorablekeyable
Maximum single step for solver. Solver will not try to compute a result when the current time jumps more than this value.
forceDynamics (fdn) bool false hidden
By requesting this attribute, all of the input active and passive and relationship things will be evaluated, and all output objects will be computed. It is intended to be used for batch mode and dynamics run-up.
enable (ena) bool true outputinputconnectablestorablekeyable
Toggle dynamics on/off for all the dynamic nThings using this solver
useTransform (ustf) bool true outputinputconnectablestorablekeyable
This applies the nucleus transform to the solver so that all simulation is done in a local space relative to the tranformation of the nucleus node. For example for a character on a train one could parent the nucleus node to the train and the solve for clothing will behave as if the train were stationary. (Note that one would generally also parent the nCloth and any constraints to the train as well) If this is off then nucleus always solves in worldspace and its transform is ignored.
gravity (grty) float 9.8 outputinputconnectablestorablekeyable
Defines the gravity affecting this nucleus
gravityDirection (grdi) float3 outputinputconnectablestorablekeyable
Defines the gravity direction affecting this nBase system
gravityDirectionX (grdx) float 0.0 outputinputconnectablestorablekeyable
Defines the x component of the gravity direction.
gravityDirectionY (grdy) float -1.0 outputinputconnectablestorablekeyable
Defines the y component of the gravity direction.
gravityDirectionZ (grdz) float 0.0 outputinputconnectablestorablekeyable
Defines the z component of the gravity direction.
airDensity (ady) float 1.0 outputinputconnectablestorablekeyable
Defines the air density affecting this dynamic system
windSpeed (wisp) float 0.0 outputinputconnectablestorablekeyable
Defines the wind speed affecting this nBase system
windDirection (widi) float3 outputinputconnectablestorablekeyable
Defines the wind direction affecting this nBase system
windDirectionX (widx) float 1.0 outputinputconnectablestorablekeyable
Defines the x component of the wind direction.
windDirectionY (widy) float 0.0 outputinputconnectablestorablekeyable
Defines the y component of the wind direction.
windDirectionZ (widz) float 0.0 outputinputconnectablestorablekeyable
Defines the z component of the wind direction.
windNoise (wnoi) float 0.0 outputinputconnectablestorablekeyable
Defines the wind randomization affecting this nBase system
collisionLayerRange (clra) float 4.0 outputinputconnectablestorablekeyable
This defines how close the collisionLayer value for two objects needs to be in order for them to intercollide. For example if one object has a collisionLayer value of 2 and the other 5, then they will collide as long the collisionLayerRange is greater than 3.
collisionSoftness (clso) float 0.0 outputinputconnectablestorablekeyablehidden
This defines how much collisions can interpenetrate the thickness
usePlane (nupl) bool false outputinputconnectablestorablekeyable
Defines whether or not we use a plane in the collision system
planeOrigin (npor) float3 outputinputconnectablestorablekeyable
Defines the origin of the plane in the collision system
planeOriginX (npox) float 0.0 outputinputconnectablestorablekeyable
Defines the x component of the plane origin.
planeOriginY (npoy) float 0.0 outputinputconnectablestorablekeyable
Defines the y component of the plane origin.
planeOriginZ (npoz) float 0.0 outputinputconnectablestorablekeyable
Defines the z component of the plane origin.
planeNormal (npun) float3 outputinputconnectablestorablekeyable
Defines the (unit) normal of the plane in the collision system
planeNormalX (npnx) float 0.0 outputinputconnectablestorablekeyable
Defines the x component of the plane normal.
planeNormalY (npny) float 1.0 outputinputconnectablestorablekeyable
Defines the y component of the plane normal.
planeNormalZ (npnz) float 0.0 outputinputconnectablestorablekeyable
Defines the z component of the plane normal.
planeBounce (npbc) float 0.0 outputinputconnectablestorablekeyable
Defines the plane bounce
planeFriction (npfr) float 0.1 outputinputconnectablestorablekeyable
Defines the plane friction
planeStickiness (npst) float 0.0 outputinputconnectablestorablekeyable
Defines the plane stickiness. If the total stickiness of the interacting things is 2 they will stick thoroughly
subSteps (sstp) integer 3 outputinputconnectablestorablekeyable
Number of subSteps for each solve step.
maxCollisionIterations (mcit) integer 4 outputinputconnectablestorablekeyable
Maximum number of collision iterations per subStep.
collisionFlag (cofl) enum 4 outputinputconnectablestorable
Controls the type(s) of collisions that are processed.
selfCollisionFlag (scfl) enum 1 outputinputconnectablestorable
Controls the type(s) of self-collisions that are processed
timeScale (tisc) float 1.0 outputinputconnectablestorablekeyable
Scale the timestep that the solver uses.
spaceScale (spsc) float 1.0 outputinputconnectablestorablekeyable
Pretend that the the object is a scale model, and apply forces internally so that you get the expected behavior for the actual sized model
timingOutput (to) enum 0 outputinputconnectablestorable
Controls the output of timing information