Physics Panel - Mustard2/MustardUI GitHub Wiki

If the author of the model provides physics support, this panel might be available. Clicking on the button near the name of the Panel, you can easily activate/deactivate all model physics in one click. If more fine-grained control is needed, a list of all the items is available (see next paragraph).

Physics Items list

A list of the available Physics Items is available. The icon near the item name shows their type.

  • Sphere: Cage: An item that drives the motion of other Objects through Mesh or Surface Deform modifiers.
  • Collision: An object with the purpose of active as a collision surface for other objects with Physics.
  • Cartesian axes: Single Item: An item with Physics modifiers acting only on itself.
  • Bone: Bone Driver: An item with Physics which drives the motion of bones.

Some buttons are available

  1. Enables this specific item physics.
  2. Enables the collisions for this object.
  3. Show/hide the current physics object.

Note that the collisions are controlled by the first button, and the second one is unavailable as it would be redundant.

Settings

For some physics types, an Influence button is available. This changes the strength of the simulation driven by cages.

Moreover, a Mirror button is available on the right to mirror the settings of the object if a right/left object pattern is available in the physics items list.

The other settings are standard Blender physics ones, for more information check the documentation.

Cache

In this panel you can bake the simulation for the objects in the scene (not only the ones in the UI). Changing the frame values will change the initial/ending frames of the simulation for the objects in the UI, provided the option Unique Frames is not set.

Troubleshooting

  • Collisions might not work if the collision mesh is not visible. Make it visible by clicking on the cage button near the collision one in the Physics panel. After baking the cache, the collision cage can be safely hidden again. Unfortunately this is a Blender bug.

  • In some cases, the cages might show an odd behaviour. In particular, this might happen if the body/outfit mesh is changed by Morphs or manually via shape keys/sculpting/edit mode. Most of the times, the issues can be solved with a rebinding. A rebinding button is available in the Physics Panel to rebind all the available Mesh/Surface deform and Smooth correction modifiers associated to the Physics items of the current (selected) model.

  • If a full body collision cage is available, and Collision Collections are not assigned to other cages, issues such as distorted/odd physics simulations might appear. In order to solve this issue, create a Collection and assign it as the Collision Collection in the Collision settings of the Physics item (either in MustardUI or in the standard Blender Physics settings of the object).