The following settings are Rigid Body Properties, some of which you can access only through the when the object is selected.
Rigid Body Properties
Attributes in the section of the bulletRigidBodyShape node determine the behavior of dynamic rigid bodies in the simulation.
-
-
Choose from three body types:
- Body: does not move
- : hand-animatable
- : moved by rigid body system after initial position set.
-
-
Activate this so that the dynamic rigid body always participates in the simulation. When this setting is disabled, the rigid
body does not participate in the simulation if its linear velocity's magnitude is below 0.8 and angular velocity's magnitude
is below 1.0. The velocity thresholds are currently not exposed for user control. The bullet object re-engages if it receives
an impact. This is an optimization setting and can help to stop the lasting "simmering" motion of a bullet object.
-
-
Setting the mass to zero for a dynamic rigid body effectively turns it into a kinematic rigid body. That is, the rigid body
stops moving due to forces in the physics simulation. This attribute can be animated, and can be useful to lock objects in
place.
-
-
Sets the center of mass for the object used as the rotational pivot.
-
-
Use this setting to define the clamp value applied to the linear velocity when calculating rolling friction. Because the physical
property does not model rolling friction, it uses a dampening system so that objects can come to rest. For example, without
a Damping setting, a rolling sphere rolls on forever. It is done by scaling linear velocities at each simulation step by dampening
factor for all colliding objects.
A value of 1 retains actual velocity. Any value below 1 decreases velocity, while any value greater increases it.
-
-
Use this setting to define the clamp value applied to the angular velocity when calculating rolling friction. Because the
Physical property does not model rolling friction, it uses a dampening system so that objects can come to rest.
A value of 1 retains actual velocity. Any value below 1 decreases velocity, while any value greater increases it.
-
-
Use the setting to set the surface resistance of an object.
-
-
Sets the speed at which the solve object returns to its original state.
This section contains attributes that are applied when the Bullet solver starts simulating.
-
-
Activate this so that the dynamic rigid body does not react until something collides with it.
-
-
Change this setting to modify the angular movement of the object. Use this setting to define the clamp value. applied to the rigid body's start velocity when calculating rolling friction.
-
-
Change this setting to modify the initial velocity of the object. This is set at the start frame only.
-
-
Initial position for dynamic rigid bodies, and specified position for kinematic ones.
This section contains attributes that control impulses applied to the rigid body every frame. Note that you will often want
to animate these values so that they return to zero. Otherwise, in the absence of any counter-acting forces, continuously
applying impulses over an entire animation can cause the rigid body to continuously accelerate.
-
-
Sets the impulse force applied to the object at applied at each frame of simulation.
-
-
Position where impulse force will be applied to the object relative to the center of mass at a specified time.
-
-
Sets the torque (rotational) impulse force applied to the object at a specified time
Collider Properties
These attributes specify how the shape of the rigid body is represented in the simulation. In general, simpler shapes perform
better and are more stable and predictable. The simplest shapes are plane (infinite), box, sphere, cylinder and capsule. Their
shape is determined by the following attributes:
-
-
Lets you specify the type of object, or the mesh that to use to approximate the solve object. Select , , , , , , and .
NoteIt is a good idea to match the shape of your object as closely as possible as the collision behavior is affected by this shape.
-
-
This shows which mesh is connected to rigid body. You cannot edit this field.
-
-
Lets you set an axis for the collider shape approximation.
-
-
Lets you set the length of the cylindrical section of a capsule- or cylinder-shaped collider approximation.
-
-
Lets you set the radius of a sphere or cylinder-shaped collider approximation, or the radius of the spherical caps of a capsule-shaped
collider approximation.
-
-
Sets the length of the sides of the collider shape approximation.
-
-
Performs a onetime auto-fit on the existing rigid body. Note that the plane collider represents an infinite plane that passes
through the position of the object's transform, and is oriented according to its rotation. It extends infinitely in the local
X and Z directions.
-
-
Automatically updates the other attributes.
Noteif you change the option in the channel box, it does not update until you return to the .
These attributes let you configure selective collisions. By default, rigid bodies are members of the collision group and collide with other members of the collision group. The rigid body may be a member of up to 16 groups and can be configured to collide with up to 16 other members
of the same group. The collision filter group names can be customized by the Bullet solver's collisionFilters attribute.
See the Bullet Physics Manual at www.bulletphysics.org for more information about the different collider shape types.
Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License