bulletInitialState Node

 
 
 

The bulletInitialState node is used to store a snapshot of the geometry and transforms of objects contained in a rigidSet. This information, along with the physics attribute settings, are passed to the solver to define the initial state of the simulation.

Node name Parents MFn type Compatible function sets
bulletInitialState   MFn:: kSet MFnSet

Attributes

The bulletInitialState Node has 12 attributes:

Long Name (short name) Type Default Flags

defaultMass(dm)

float 1.0  
Sets the mass of the active rigid set. The greater the mass , the greater the influence on objects it collides with. Maya ignores the mass attribute of passive rigid bodies.

Linear Damping (lindamp)

float 0.1 input connectable storable keyable. Range 0..1
Linear damping for the set

Angular Damping (angdamp)

float 0.1 input connectable storable keyable. Range 0..1
Angular damping for the set (angdamp)    

friction (fric)

float 0.5 input connectable storable keyable. Range 0..1
Friction for the bodies included in the set      

restitution (restit)

float 0.5 input connectable storable keyable.Range 0..1
Restitution for the bodies included in the set.

neverSleeps (notslp)

bool false input connectable storable
Dynamic rigid bodies never sleeps/deactivates. This is for optimization purposes and can help to stop the lasting simmering motion. If never sleeps is enabled, the dynamic rigid body will always participate in the simulation. If never sleeps is disabled, the rigid body will no longer 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 rigid body will re-engage if it receives an impact.

initiallySleeping (initslp)

bool false input connectable storable readable
Dynamic rigid bodies start off in a sleeping/deactivated state. This is for optimization purposes. Initially sleeping only affects dynamic rigid bodies that are initially stationary. If initially sleeping is enabled, the stationary dynamic rigid body won't participate in the simulation from the start until it receives an impact. If initially sleeping is disabled, the stationary dynamic rigid body will participate in the simulation from the start.

initialVelocity (iv)

float3 0.0, 0.0, 0.0 input connectable storable
Initial velocity of the object

initialAngularVelocity (iav)

float3 0.0, 0.0, 0.0 input connectable storable
Initial angular (rotational) velocity of the object

colliderShapeType (colshtyp)

enum 1 (box) input connectable storable

Collider primitive or generated collider used as the collider shape for the RigidBody.

  • Box: set the 'extents' for dimensions
  • Sphere: set the 'radius'
  • Capsule: cylinder with sphere caps. Set 'radius' and 'length'.
  • Hull: Convex hull for an input mesh. Preferred over mesh when possible for performance.
  • Mesh: Mesh shape that is not necessarily convex. Limitation: This cannot be a Dynamic RigidBody.
  • Plane: Infinite plane with surface normal pointing up along the Y-Axis. Limitation: This cannot be a Dynamic RigidBody.
  • Cylinder: cylinder. Set 'radius' and 'length'.

CollisionFilterGroup (cfg)

int 0 input storable
The collision filter group determines the collision groups for this rigid body, by default the rigid body belongs to the DefaultFilter group. The first 16 bits of the integer determine the collision filter groups. The display names for the collision filter groups are defined by the Bullet Solver's collision filters attribute.

CollisionFilterMask (cfm)

int 0 input storable
The collision filter mask determines which other rigid bodies may collide with this body, by default this rigid body will collide with bodies belonging to the DefaultFilter group.  The first 16 bits of the integer determine the collision filter mask. The display names for the collision filter masks are defined by the Bullet Solver's collision filters attribute.

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