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.
|