The PhysX Modify operator allows you to modify the properties of existing PhysX bindings.
Only PhysX bindings attached to particles influenced by the operator will be affected. Only PhysX Joint and PhysX Spring bindings will be affected by stiffness/damping parameters.
Affect by ID: controls whether only PhysX bindings with a matching ID will be affected.
ID: the target PhysX binding ID to match.
Equal: PhysX bindings with an ID that is equal to the target ID will be considered matches.
Not Equal: PhysX bindings with an ID that is not equal to the target ID will be considered matches.
Movement: the properties affecting PhysX binding movement will be affected.
Swing: the properties affecting PhysX binding swing will be affected.
Twist: the properties affecting PhysX binding twist will be affected.
None: does not modify properties of PhysX bindings.
Set: changes the affected property to the specified value.
Multiply current: multiplies the affected property by the specified value.
Min: sets the affected property to the specified value, if the affected property is greater than the specified value.
Max: sets the affected property to the specified value, if the affected property is less than the specified value.
Reset to original: resets the affected property to its original value at the time the PhysX binding was first created.
Multiply original by texmap: sets the affected property to its original value, multiplied by the spinner value, interpolated with the texmap mono value.
Stiffness/Damping enable: enables stiffness/damping modification of the affected properties.
Stiffness/Damping value: the specified scalar modifier for each affected property.
Interpolate: the amount to interpolate PhysX binding scalar modifications from their previous value to the new value.
In order to animate PhysX binding scalar values changing to a particular value over time, set the operator’s timing to “continuous” and set the interpolation value to something less than 1. Smaller interpolation values will result in slower interpolation speeds.
Breaking ability must have previously been enabled on PhysX bindings at the time of their creation for these settings to take effect. The conditions for a break to occur must be set inside the PhysX Bind operator where the binds were created (ie, break by length, or break by angle). These settings merely control whether or not those previously-set conditions will be obeyed.
Don’t change: PhysX bind breaking ability will not be changed.
Enable: PhysX bindings will be flagged as breakable.
Disable: PhysX bindings will be flagged as un-breakable.