Physics Properties Organization
Currently, the physics settings in the properties panel works, but it gets messy at times, especially when dealing with multiple physics systems and particle systems at the same time. It's not a massive problem, but I thought I may as well take a shot at making it consistent.
First, I've moved everything into one Physics panel, because particles and hair are really just another type of physics. The box at the top keeps everything nice and organized, so we're only working on one physics system at a time. I've also separated out hair because it is becoming increasingly separate from particles.
However, some types of physics can be applied multiple times to objects (particles, hair, dynamic paint) while others cannot (Smoke, Rigid Body, Collision, etc..). So to avoid confusion, the systems that cannot be added again are grayed out when adding a new system.
Lastly, the Type setting would be consistent across all physics types instead of being one way for smoke, one way for dynamic paint, and yet another way for rigid bodies.
6 Comments
i hope that with the everything project those panels with have an overhall
Is there a reason for having the drop down list over node based physics?
I'm not sure how that is an either-or, it could work great for node based physics. It's pretty much how the material properties window works with Cycles nodes anyway.
Those settings really needs some love. I think this is very good proposal.
Big question here for me would be if the order takes some kind of effect on the end-result or if it is just the UI we tweak... so it's like with modifiers..or if it is even useful?
well I thought about actually using it for our advantage that it takes some kind of effect, but I just couldn't find a real world example.. i thought that for example a simulation with fracture, rigid body, particles, smoke would interact different than smoke, particles, rigid body, fracture,.. makes sense? I don't know, I'm not really into the physics stuff, but I think it does make a difference..