This page lists Behaviors that don't fit into other categories.
This behavior sets various parameters for Ballistic Trajectpries. It is specific only for said trajectories.
Detailed description of these parameters can be found on the Ballistic Trajectory page, under the Ballistic Settings section.
If this behavior is applied to an object, the data for it is saved in every frame, regardless of whether the frame is a keyframe or a regular one.
This behavior defines if a corresponding Mesh object can be translated, rotated or scaled across different coordinate axes.
Applied exclusively to Meshes.
Sets axes (X, Y and Z) along which the Mesh can be translated.
Sets axes across which the Mesh can be rotated.
Sets axes along which the Mesh can be scaled.
By default every axis is disabled; the mesh can only move along with corresponding Joints.
Sets the conditions for when the controller should be considered a fulcrum point:
Fulcrum means the controller is considered a fulcrum point when the conditions are met.
This is the default value.
Enforce means the controller is always considered a fulcrum point, even when the conditions are not met.
Finally, if NotFulcrum is enabled, the controller is never considered a fulcrum point
Disabled by default.
Sets the maximum vertical distance the Point Controller can be shifted without losing its properties as a fulcrum point.
Increasing this value can be necessary for fixing some errors in AutoPhysics simulations.
Set to 10 by default.
Same as above, but defines the maximum horizontal shift.
Also set to 10 by default.
If this setting is enabled, the Point Controller is interpolated after it loses its position as a fulcrum point. Interpolation is performed across several frames (defined by the N interpolation frames parameter on the AutoPhysics (Advanced) tab) to move the point closer to the animation trajectory.
Enabled by default.
This behavior defines the group of fulcrum points.
If one of the points in the group is considered a fulcrum point, every point in the group is fixed.
This behavior is mostly used for the situations when character legs get distorted.
Defines if the group is active or not.
When this option is enabled, the fulcrum group behavior (described above) is in effect. Otherwise, it is not.
Enabled by default.
The name of the fulcrum group.
Links to the controllers included in the fulcrum group.