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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Doc%3A2.6%2FManual%2FPhysics%2FCollision</id>
	<title>Doc:2.6/Manual/Physics/Collision - 版の履歴</title>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Collision&amp;diff=106231&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:45:16Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:45時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Collision&amp;diff=106230&amp;oldid=prev</id>
		<title>2014年11月11日 (火) 08:02にwiki&gt;Urkokulによる</title>
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		<updated>2014-11-11T08:02:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.5|Doc:2.5/Manual/Physics/Force Fields|Doc:2.5/Manual/Physics/Soft Bodies}}&lt;br /&gt;
&lt;br /&gt;
= Collisions =&lt;br /&gt;
&lt;br /&gt;
[[Doc:2.6/Manual/Physics/Particles|Particles]], [[Doc:2.6/Manual/Physics/Soft Body|Soft Bodies]] and [[Doc:2.6/Manual/Physics/Cloth|Cloth objects]] may collide with mesh objects. [[Doc:2.6/Manual/Physics/Particles/Physics/Boids|Boids]] try to avoid {{Literal|Collision}} objects.&lt;br /&gt;
&lt;br /&gt;
*The objects need to share at least one common layer to have effect.&lt;br /&gt;
*You may limit the effect on particles to a group of objects (in the [[Doc:2.6/Manual/Physics/Particles/Physics|Field Weights panel]]).&lt;br /&gt;
*''Deflection'' for softbody objects is difficult, they often penetrate the colliding objects.&lt;br /&gt;
*{{Literal|Hair}} particles ignore deflecting objects (but you can animate them as softbodies which take deflection into account).&lt;br /&gt;
&lt;br /&gt;
If you change the deflection settings for an object you have to recalculate the particle, softbody or cloth system ({{Literal|Free Cache}}), this is not done automatically. You can clear the cache for all selected objects with {{Shortcut|ctrl|B}}&amp;amp;nbsp;→ {{Literal|Free cache selected}}.&lt;br /&gt;
&lt;br /&gt;
See details about rigid bodies collisions [[Doc:2.6/Manual/Physics/Rigid_Body|here]].&lt;br /&gt;
&lt;br /&gt;
{{RefBox&lt;br /&gt;
 |mode={{Literal|Object}} Mode&lt;br /&gt;
 |panel={{Literal|Physics}} context → {{Literal|Collision}} panel&lt;br /&gt;
 |lang=en&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Options==&lt;br /&gt;
[[File:Blender3D 2.58 CollisionPanel-2.49.png|frame|right|{{Literal|Collision}} panel in the {{Literal|Physics}} context.]]&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Permeability}}&lt;br /&gt;
:Fraction of particles passing through the mesh. Can be animated with {{Literal|Object}} F-curves, {{Literal|Perm}} channel.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Stickiness}}&lt;br /&gt;
:How much particles stick to the object.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Kill Particles}}&lt;br /&gt;
:Deletes Particles upon impact.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Damping Factor}}&lt;br /&gt;
:Damping during a collision (independent of the velocity of the particles).&lt;br /&gt;
;{{Literal|Random}} damping&lt;br /&gt;
:Random variation of damping.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Friction Factor}}&lt;br /&gt;
:Friction during movements along the surface.&lt;br /&gt;
;{{Literal|Random}} friction&lt;br /&gt;
:Random variation of friction.&lt;br /&gt;
&lt;br /&gt;
[[File:Blender3D VertexPlaneCollision.gif|frame|right|A softbody vertex colliding with a plane.]]&lt;br /&gt;
&lt;br /&gt;
===Soft Body and Cloth Interaction===&lt;br /&gt;
;{{Literal|Outer}}&lt;br /&gt;
:Size of the outer collision zone.&lt;br /&gt;
;{{Literal|Inner}}&lt;br /&gt;
:Size of the inner collision zone (padding distance). '''Only effective for softbodies''', cloth only use outer collision value.&lt;br /&gt;
&lt;br /&gt;
Outside and inside is defined by the face normal, depicted as blue arrow in (''A softbody vertex colliding with a plane'').&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Damping Factor}}&lt;br /&gt;
:Damping during a collision.&lt;br /&gt;
&lt;br /&gt;
''Softbody'' collisions are difficult to get perfect. If one of the objects move too fast, the soft body will penetrate the mesh. See also the section about [[Doc:2.4/Manual/Physics/Soft Body|Soft Bodies]].&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
===Force Field Interaction===&lt;br /&gt;
;{{Literal|Absorption}}&lt;br /&gt;
:A deflector can also deflect effectors. You can specify some collision/deflector objects which deflect a specific portion of the effector force using the {{Literal|Absorption}} value. 100% absorption results in no force getting through the collision/deflector object at all. If you have 3 collision object behind each other with e.g. 10%, 43% and 3%, the absorption ends up at around 50%  (&amp;lt;code&amp;gt;100×(1-0.1)×(1-0.43)×(1-0.03)&amp;lt;/code&amp;gt;).&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
===Examples===&lt;br /&gt;
[[File:UM_PART_XIII_KST_PI10.png|frame|right|Image 2: Deflected Particles.]]&lt;br /&gt;
&lt;br /&gt;
Here is a {{Literal|Meta}} object, dupliverted to a particle system emitting downwards, and deflected by a mesh cube:&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
===Hints===&lt;br /&gt;
*Make sure that the normals of the mesh surface are facing towards the particles/points for correct deflection.&lt;br /&gt;
*{{Literal|Hair}} particles react directly to force fields, so if you use a force field with a short range you don’t need necessarily collision.&lt;br /&gt;
*{{Literal|Hair}} particles avoid their emitting mesh if you edit them in {{Literal|Particle}} mode. So you can at least model the hair with collision.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Physics/Force Fields|Doc:2.5/Manual/Physics/Soft Bodies}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
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