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Diffstat (limited to 'source/blender/src/buttons_object.c')
-rw-r--r--source/blender/src/buttons_object.c7
1 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/src/buttons_object.c b/source/blender/src/buttons_object.c
index b6d7d4afd5c..210eb286951 100644
--- a/source/blender/src/buttons_object.c
+++ b/source/blender/src/buttons_object.c
@@ -3304,7 +3304,7 @@ static void object_panel_deflection(Object *ob)
uiDefButF(block, NUM, B_DIFF, "Permeability: ", 160,80,150,20, &pd->pdef_perm, 0.0, 1.0, 10, 0, "Chance that the particle will pass through the mesh");
uiBlockEndAlign(block);
- uiDefBut(block, LABEL, 0, "Soft Body", 160,60,150,20, NULL, 0.0, 0, 0, 0, "");
+ uiDefBut(block, LABEL, 0, "Soft Body / Cloth", 160,60,150,20, NULL, 0.0, 0, 0, 0, "");
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_FIELD_CHANGE, "Damping:", 160,40,150,20, &pd->pdef_sbdamp, 0.0, 1.0, 10, 0, "Amount of damping during soft body collision");
@@ -5123,6 +5123,9 @@ static void object_panel_cloth(Object *ob)
int defCount;
char *clvg1, *clvg2;
char clmvg [] = "Vertex Groups%t|";
+
+ clmdSetInterruptCallBack(blender_test_break); // make softbody module ESC aware
+ G.afbreek=0; // init global break system
val2=0;
@@ -5265,7 +5268,7 @@ static void object_panel_cloth_II(Object *ob)
{
uiDefButF(block, NUM, REDRAWBUTSOBJECT, "Min Distance:", 160,60,150,20, &clmd->coll_parms->epsilon, 0.001f, 1.0, 0.01f, 0, "Minimum distance between collision objects before collision response takes in, can be changed for each frame");
uiDefButS(block, NUM, REDRAWBUTSOBJECT, "Collision Quality:", 10,40,150,20, &clmd->coll_parms->loop_count, 1.0, 100.0, 1.0, 0, "How many collision iterations should be done. (higher = better = slower), can be changed for each frame");
- uiDefButF(block, NUM, REDRAWBUTSOBJECT, "Friction:", 160,40,150,20, &clmd->coll_parms->friction, 1.0, 100.0, 1.0, 0, "Friction force if a collision happened");
+ uiDefButF(block, NUM, REDRAWBUTSOBJECT, "Friction:", 160,40,150,20, &clmd->coll_parms->friction, 1.0, 100.0, 1.0, 0, "Friction force if a collision happened (high=slower movement when collided)");
}
else
uiDefBut(block, LABEL, 0, "",160,60,150,20, NULL, 0.0, 0, 0, 0, "");