##### Force Object

Force objects are powerful modeling tools that can manipulate spine growth in ways that would be impossible with property value changes alone.

# Force

## boolean Enabled

Whether this force is turned on or off.

## enumeration Type

### Direction

Spines grow in the direction that the arrow points.

### Magnet

Spines converge on a point.

### Gnarl

Spines twist around a world-space vector.

### Twist

Spines twist along their local up vector.

### Curl

Spines curl inward on themselves.

### Planar

Spines grow along a 2D plane.

### Mesh

Spines grow toward or around an arbitrary mesh object.

## float Strength

The initial strength of the force.

## RGBA Color

The color of the force indicator in the Tree Window and in Generator: Forces property groups.

## float Indicator Scale

Size of the force's 3D icon.

# Mesh

## enumeration Mesh

### None

No mesh has been assigned to this force.

### Named mesh

A named mesh from the mesh bank will be used for this force.

## enumeration Force Action

### Avoid

Spines are repelled by the closest vertices of the mesh.

### Attract

Spines are pulled towards the closest vertices of the mesh.

### None

No action is applied to the mesh force.

## enumeration Collide Action

### None

No action is taken once a spine collides with the mesh.

### Obstruct

Spines avoid the bounds of the mesh and "crawl" over it, eventually returning to their intended direction once able.

### Prune

Spines are broken when they collide with the mesh.

### Stop

Spines are shortened to the point where the collision occurs.

## enumeration Keep Action

### All

All nodes will be kept regardless of whether they collide with a mesh force or not.

### Hits

Only nodes that collide with this mesh force will be kept (if this force is enabled on the generator). All others will be destroyed.

### Misses

Only nodes that DO NOT collide with this mesh force will be kept (if this force is enabled on the generator). All others will be destroyed.

## integer Max Iterations

The maximum number of iterations in calculating collision.

## percentage Max Angle

The maximum angle to bend to in order to collide with the mesh.

## enumeration Give Up Action

### None

No give up action used.

### Prune

A branch that cannot collide will be cut off at the collision.

### Destroy

A branch that cannot collide be removed.

## boolean Include In Model

When enabled, the assigned mesh (and material) will be stored in and exported with the tree model.

## enumeration Material

### None

No material will appear on the mesh, instead a color-only material is used and drawn with edges.

### Named material

A named material from the material bank will be used with this mesh.

## RGBA Material: Color

The color used for the mesh object material.

## percentage A. Occlusion: Offset

An offset for the calculated amount of ambient occlusion. Increasing this value lessens the affect of ambient occlusion.

## percentage A. Occlusion: Contrast

The difference in brightness from the heaviest ambient occlusion to no ambient occlusion.

## percentage A. Occlusion: Min

This value clamps the least amount of ambient occlusion allowed.

## percentage A. Occlusion: Max

This value clamps the most that ambient occlusion can ever darken.

# Attenuation

## enumeration Type

### None

The force has an equal effect on the entire tree regardless of of its location in the scene.

### Linear

The force effect is limited to a sphere of Distance radius, where the Falloff Distance represents a zone of linear decay from full strength to zero.

### Quadratic

The force effect is limited to a sphere of Distance radius, where the Falloff Distance represents a zone of near exponential decay from full strength to zero.

### Hard

The force effect is limited to a sphere of Distance radius, with no falloff.

## float Distance

The radius of effect around the force.

## float Falloff Distance

The distance from the outside of the sphere where decay begins.

## enumeration Indicator

### Selected

Attenuation is visualized only when the force is selected.

### Always

Attenuation is always visualized.

### Never

Attenuation is never visualized.

# Transform

## float Translation: X, Y, & Z

The position of the force along each axis.

## percentage Rotation: Axis: X, Y, & Z

The X,Y, and Z components of the Rotation: Angle.

## degrees Rotation: Angle

The amount of rotation around the rotation angle.

## percentage Scale: X, Y, & Z

Scales the mesh force in any of the three axes.

## percentage Scale: Uniform

Scales all three axes of the mesh simultaneously, maintaining its aspect ratio.