Rotation ObjectBasicCoord.ObjectFalloff
Object Properties
Angle Speed[0..+∞]
Gives the rotation speed of the particles about their Z-axes.
Particles may enter the rotation object on faces with Normals that are not aligned to the modifier’s Z axis.
However, half of the surface area on those faces have rotational vectors that will cause the particles to
rebound away from the rotation modifier.
Mode
Here you can define how a particle modifier should affect dynamic objects (these settings have no effect on
particles):
- Acceleration: The modifier twirls the objects around without taking their
mass into consideration. Even ,heavy’ objects will behave like feathers.
- Force: This mode takes the objects’ mass into account, i.e., the ,heavier’ an object is
the less it can be affected by the modifier.
- Aerodynamic Wind: This mode
will actually create a flow of air (current) that will cause the objects to react according to their aerodynamic shape. This mode is not available for
all modifiers - only for those for which it serves a useful purpose (e.g., Wind, Turbulence, etc.).
Note that when using the Aerodynamic Wind option, its effect will differ depending
on the object over which it flows:
- Rigid Bodies: The wind will be calculated at the center of the Rigid Body and
remain constant across the entire object surface.
- Soft Bodies: The wind
(strength and direction) will be calculated per polygon or vertex and will affect the object
accordingly.