Defines obstacle characteristics for objects as well as the behavior of other objects as they strike the obstacle.
You can define any number of standard geometric objects (polygon or NURBS surface) in your scene to act as obstacles that block the path or collide with hair, cloth, or a soft body object.
Collisions with rigid body objects are done within the rigid body simulation environment where all rigid bodies have their own collision properties. As a result, you do not need to use the Set Obstacle command or its property editor. See Collisions with Rigid Bodies [ Simulation and Effects] for more information.
Select the hair, cloth, or soft-body objects (not clusters or tagged points) that you want to have collide with the obstacles.
From the Simulate toolbar, choose Modify Cloth Set Obstacle or Modify Soft Body Set Obstacle; or from the Hair panel, choose Modify Environment Set Obstacle, depending on the type of object you have selected.
Pick one or more objects in the scene that will act as obstacles for the hair, cloth, or soft-body object. Right-click to end the picking session, and this property editor appears.
For details on setting up hair collisions, see Setting Up Hair Collisions [Hair].
For details on setting up soft-body collisions, see Setting Up Soft Body Collisions [ Simulation and Effects].
For details on setting up cloth collisions, see Setting Up Cloth Collisions [ Simulation and Effects].
The parameters in the Obstacle property editor (except Friction and Elasticity) are used in calculating obstacle collisions with hair only if the hair's Collision Type is set to XSI (see Setting Up Hair Collisions [Hair]). If the Collision Type is set to Actual (default) or Exact, the parameters in this property editor are not considered in the collision.
When you designate an object to be an obstacle, an obstacle operator is added to its properties. To keep your scene as light as possible, make sure to remove the obstacle operator from all objects that are no longer being used as obstacles.
When you set the obstacle object, its name is automatically used and "_obstacle" is appended to it. For example, if the obstacle object is named Wall, the obstacle property is named Wall_obstacle.
To make it easier to tell apart different obstacles, you can rename an obstacle. For example, if you have two different obstacles for an object, one can be called "floor" while another is called "wall".
You can temporarily disable the obstacle property, meaning that you can easily test a simulation with or without the obstacle being calculated as part of it. As well, you can animate the muting.
These parameters set the obstacle's geometry used for the collision, its animated deformation state, and whether it's double-sided.
These parameters set the colliding object's resistance and resilience to the obstacle, the offset between obstacle's surface and its collision point, and degree of accuracy for all the physical parameters.
The values for the Friction and Elasticity parameters set here for the obstacle are multiplied by the values for the corresponding parameters set for the cloth object.
To keep this relationship simple, it's usually best to set the values here first, then tweak the parameters for the cloth objects. This way you can maintain the obstacle's parameters as a constant.
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