Go to: Synopsis. Flags. Return value. Related. MEL examples.
collision [-friction float] [-name string] [-resilience float]
[obj [obj...]]
collision is undoable, queryable, and editable.
The collision command causes particles to collide with geometry.
It also allows you to specify values for the surface properties
(friction and resilience) of the collision. These values are stored
in the geoConnector node for the geometry object. Unlike earlier versions
of Maya, there is no separate "collision node."
If a soft object is in the selection list, the collision command assumes
that you want to make it a collider. In order to make the soft object
collide with something use, use connectDynamic -c. The collision menu
option sorts this out using the lead object rule and issues the necessary
commands.
friction, name, resilience
Flag can appear in Create mode of command
|
Flag can appear in Edit mode of command
|
Flag can appear in Query mode of command
|
Flag can be used more than once in a command
|
This command can return several different data types.
On creation, a string array of the geometry names that were setup for particle collision.
When the command is used to query information, there are several possible return types.
These include:
If the -resilience or -friction flag is passed on the command line and a
single collision geometry is either selected or on the command line, then
resilience or friction value for that collision geometry is returned as a
single float value.
If the -resilience or -friction flag is passed on the command line and a
single collision geometry and a single particle object are either selected
or on the command line, then two results might occur. If the particle
object is not set up to collide with the geometry, then an error is displayed
stating that. If the objects are set up to collide with each other, then the
resilience or friction value that the particle object is using for collisions
with the geometry is returned as a single float value. This can be
different than the geometry's resilience and friction, because the user may
break the connection from the geometry's geoConnector node's resilience or
friction to the particle, and set a different value in the particle's
collisionResilience, collisionFriction or collisionOffset attribute that is
used for that geometry. This allows the user to make each particle respond
to the same surface differently.
If neither flag is pass on the command line and a single geometry and single
particle object are either selected or on the command line, then a single
integer value of 1 is returned if the objects are set up to collide
with each other, and 0 is returned if they are not.
Lastly, if no flags are passed on the command line and a single particle
object is either selected or on the command line, then a string
array with the names of all geometries that the particle object
will collide against and the multiIndex that the geometries are connected
to is returned. The array is formatted as follows:
pPlaneShape1:0 pPlaneShape2:2 nurbsSphereShape1:3
...where the number following the ":" is the multiIndex.
event, particle
collision -r .75 -f .1 nurbsSphere1 particle1;
// Causes particles of particle1 to collide with nurbsSphere1,
// and sets a resilience value of 0.75 and a friction value of 0.1
// for the surface.
collision -q -f nurbsSphere1;
// Returns the friction value stored in the geoConnector for nurbsSphere1.
collision -q -f nurbsSphere1 particleShape1;
// Returns the friction value that particleShape1 is using for collisions
// against nurbsSphere1. This may be the same as the friction stored in
// nurbsSphere1's geoConnector. Or, if the user broke that connection,
// then it is whatever value is in the particleShape1's collisionFriction
// attribute that is used for collision with nurbsSphere1.
collision -q nurbsSphere1 particleShape1;
// Returns whether or not particleShape1 is checking for collisions
// against nurbsSphere1.
collision -q particleShape1;
// Returns all of the geometries that particleShape1 is colliding with.