Determines how the rigid body behaves during the dynamic simulation and how it reacts during collisions.
To apply: Select an object and choose Create Rigid Body Active or Passive Rigid Body from the Simulate toolbar.
To redisplay: Select the rigid body and choose Modify Rigid Body Edit Rigid Body from the Simulate toolbar. You can also click the rigid body's Rigid Body Properties icon in the explorer.
Mute |
Toggles the availability of the rigid body in simulation calculations. |
Passive |
Toggles the active/passive state of the rigid body. If this option is selected, the rigid body is passive and is not affected by forces or moved as a result of a collision. However, passive rigid bodies can be used as stationary objects in collisions and rigid body constraints. If this option is not selected, the rigid body is active. Active rigid bodies are affected by forces and move as a result of collisions with other rigid bodies. For more information, see Active or Passive? [ Simulation and Effects]. |
Collide with |
Sets the availability of the rigid body for collisions:
|
Layer |
If the Collide with Layer option is selected, you can enter a number for the layer in which you want the rigid body to be. By default, all rigid bodies have a collision layer value of 0 meaning that they can all collide with each other. For more information, see Setting Up Collision Layers [ Simulation and Effects]. |
Collision Type |
Type of geometry to be used for the rigid body's collision:
When you select this option with PhysX as the dynamics engine, collision data is created to calculate each rigid body's geometry for the collision. This collision data is based on the rigid body's actual shape collision volume. For more information on these collision types, see Selecting a Collision Geometry Type [ Simulation and Effects]. |
Detail |
This is available only when the Collision Type is Actual Shape and PhysX is set as the current dynamics engine. This parameter lets you define how accurately you want the collision data to follow the rigid body's shape. You can set the resolution to Low, Medium, High, or Coffee break. For more information, see Actual Shape - PhysX [ Simulation and Effects]. |
Subdivision Level |
This applies only when the Collision Type is Actual Shape. This parameter determines the definition of the surface used for the collision geometry. The higher this value, the smoother the surface used for collisions and the more accurate the collision. For more information, see Actual Shape - PhysX [ Simulation and Effects]. |
Animatable Deformation |
Detects collisions based on the change in the geometry of rigid bodies that have animated deformations applied to them (such as shape animation, envelopes, or lattices). You should leave this option off unless you need it because it can use lots of memory. |
The values for the Friction and Elasticity parameters for each collision object are multiplied by the values of the corresponding parameters set for other collision objects. That means that the results of a collision are modulated by the elasticity and friction of all colliding rigid bodies.
To keep this relationship simple, it's usually best to set the values for only one collision object at a time and test out the results.
These parameters put a soft limit on the maximum velocity and acceleration of a rigid body. Because collisions happen very quickly, they can cause large but accurate accelerations that can make the rigid bodies become unstable when they collide. These parameters can help solve any interpenetration problems of the rigid body geometries in a collision that make them seem to "explode" off into space. Generally, you shouldn't need to set these limits, but they may help solve this type of simulation problem.
For more information, see Setting Limits on the Rigid Body's Velocity and Acceleration [ Simulation and Effects].
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