Floor
...takes care of dropping objects to the floor, or rather allowing the object "roll" on the floor.To be able to use FLOOR, the Roll-It object should have no set position keys, otherwise the position calculated by FLOOR will be overwritten and the object will stay on the animated path. Instead, the Roll-It object should be animated with the use of a parented null object.
Active Object Method Floor-Object Floor-Method General Provisions Attributes
Active
The same game: activates or disables FLOOR; ROLL and ROTATE are not affected.^ top
Object-Method
There are two methods for calculating the distance between object and floor:"Roll-It Radius" adheres to the radius set under ROLL. This method is less complex in calculating, because this radius is already given, but certainly less precise.
With "Geometry" every single point of the object is used to calculate the object's distance to the floor. This method is more complex to calculate and might be time-consuming when using complex objects.
Note: "Geometry" doesn't need polygon objects, that means you can use primitives (non converted objects) or e.g. nurbs objects, too.
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Floor-Object
If no Floor-Object is set, the given world axis x-z plane is used for the floor.If an axis/null object is used, the x-z plane of this axis is set to be the floor. Note: floor objects don't need to be converted to polygonal objects.
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Floor-Method
Similar to the Object Method, there are two calculation methods: choosing axis, an x-z plane is used for calculating. "Geometry" however, uses the points of the floor object and includes them for calculating. The second version is, like the Object Geometry-Method, the more complex for calculating and can be time-consuming.
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General Provisions
+ Floor accepts animated objects and objects that are modified with deformers.+ Using sloping floors, inaccuray might occur: Roll-It is not a pysics-engine and reaches its limit at that point...
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Attributes
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