A biomechanical organism is made up of parts that are added in a tree format. So it has a root node that has no parent, but every node below that can have any number of children. Each node has only biomechanical joint linking it to its parent object (except the root of course). You add parts by first putting the editor into "Add Parts" mode by on the command toolbar. Now when you click on any existing part, or on the empty screen for the root object, a new part is added to the parent part you selected where you clicked the mouse. The type of part and the type of joint connecting them is determined by the default body part type and default joint type drop downs on the command toolbar.
This page will show you how to add body parts and joints.
These are the available biomechanical body part types.
Default value: Red (255, 0, 0) Acceptable range: R: 0 - 255, G: 0 - 255, B: 0 - 255; Density Enter the density of the body. Food Source Is this body a food source? Default value: False Acceptable values: True, False Freeze Only applies to the root body of an organism. If Freeze is set to true then the root body will remain in place during a simulation while any attached body parts will be affected by physics. If Freeze is set to false, the entire organism will be affected by physics. Default value: False Acceptable values: True, False Name The name of this body Default value: If it is the first body in an organism, "root". Otherwise the name is "body_xx" where xx is the number in which the body was added. Odor Sources This allows the user to configure this body part to emit an odor. Please see the page on odor sensors for more information. Texture The texture file to use for this body (if applicable). Texture files must be in the .bmp format. When the user selects the texture property a button with an ellipsis will appear. The user can press ellipsis to open a file selector dialog box. Default value: No texture file Acceptable values: Any .bmp file that has a dimension of any combination of 128 and 256 (i.e. 128 X 256, 256 X 256, 128 X 128) Visible Determines if this body is visible within the simulation. If you set this value to false then this body will still be included in the simulation and any dynamics related to this object will still be calculated, but no graphics will be generated for the user. This property does not effect visibility in the editor. If you wish to make something invisible in the editor then you will need to use the alpha value described above. Default value: True Acceptable values: True, False Rotation X The rotation of the body about the X axis. This value can be directly entered by the user or they can use the mouse by right clicking the center selection box and dragging the mouse while holding the x-key down. Default value: Dependent on what part of the parent body this body was added Acceptable range: -360 - 360 Rotation Y The rotation of the body about the Y axis. This value can be directly entered by the user or they can use the mouse by right clicking the center selection box and dragging the mouse while holding the y-key down. Default value: Dependent on what part of the parent body this body was added Acceptable range: -360 - 360 Rotation Z The rotation of the body about the Z axis. This value can be directly entered by the user or they can use the mouse by right clicking the center selection box and dragging the mouse while holding the z-key down. Default value: Dependent on what part of the parent body this body was added Acceptable range: -360 - 360
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