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 The rigid node contains the attributes for the rigid body.  This
 node controls the active rigid body behavior of a polygonal or nurbs shape.
 If the object is a nurbs shape the shape is tessellated for collisions.
 The tessellated shape is then passed to the rigid solver.  This node
 also includes a cache which the user can turn on on a per rigid body basis.
 This node moniters the mesh/nurbs shape to determine if the shape's
 surface changes via a scale or some form of deformation.  If the
 shape is changed the surface is re-tessellated and passed to the
 rigid solver.

Node nameParentsMFn typeCompatible function sets
rigidBodyshapekRigidkBase
kNamedObject
kDependencyNode
kDagNode
kShape
kRigid

Related nodes

rigidConstraint, dynBase, field, airField, turbulenceField, radialField, vortexField, newtonField, volumeAxisField, dragField, uniformField, gravityField, pointEmitter, particle, geoConnectable, spring

Attributes (112)

Attribute quick index omitted (too many attributes to show them all).

Long name (short name)TypeDefaultFlags
currentTime (ct) time0filmoutputinputconnectablehidden
This holds the value for time.
rigidWorldMatrix (rmx) matrixidentityoutputinputconnectablehidden
Local transformation matrix. Contains the same information as the matrix attribute on dagNode but it is stored in a format that can be interpolated easily.
inputGeometryMsg (igm) Messagen/aarrayinputconnectable
Connection to geometry shape node.
fieldConnections (fc) Messagen/aarrayoutputinputconnectablehidden
Obsolete attribute from version 1. Included only for file compatibility. Not otherwise used. To be removed in post version 3 release.
runUpCache (rc) doubleArrayemptyoutputinputconnectablestorablehidden
run up and instantaneous data cache.
dataCache (dc) doubleArrayemptyoutputinputconnectablestorablehidden
data cache
firstCachedFrame (fcf) integer0outputinputconnectablestorablehidden
The first frame of the cache.
lastCachedFrame (lcf) integer0outputinputconnectablestorablehidden
The last frame of the cache.
cachedFrameCount (cfc) integer0outputinputconnectablestorablehidden
The number of cached frames.
cacheDirtyArray (cda) intArrayemptyoutputinputconnectablehidden
REMOVE IN POST 2.0 RELEASE.
contactName (cnn) stringNULLarrayoutputinputconnectablehidden
index to rigid bodies which are contacting.
interpenetrateWith (itw) Messagen/aarrayoutputinputconnectable
connections to objects which this rigid body is allowed to interpenetrate.
initialPosition (ip) double30, 0, 0outputinputstorable
The initial position of the rigid body in the dynamics simulation.
initialPositionX (ipx) double0.0outputinputconnectablestorable
The X component of the initial position.
initialPositionY (ipy) double0.0outputinputconnectablestorable
The Y component of the initial position.
initialPositionZ (ipz) double0.0outputinputconnectablestorable
The Z component of the initial position.
lastPosition (lp) double30, 0, 0outputhidden
last position of the rigid body
lastPositionX (lpx) double0.0outputconnectable
last position x of the rigid body.
lastPositionY (lpy) double0.0outputconnectable
last position y of the rigid body.
lastPositionZ (lpz) double0.0outputconnectable
last position z of the rigid body.
lastRotation (lr) double30, 0, 0outputhidden
last rotation of the rigid body
lastRotationX (lrx) double0.0outputconnectable
last rotation x of the rigid body.
lastRotationY (lry) double0.0outputconnectable
last rotation y of the rigid body.
lastRotationZ (lrz) double0.0outputconnectable
last rotation z of the rigid body.
initialOrientation (ior) double30, 0, 0outputinputstorable
The initial orientation of the rigid body in the dynamics simulation.
initialOrientationX (iox) angle (double)0.0degoutputinputconnectablestorable
The X component of the initial orientation.
initialOrientationY (ioy) angle (double)0.0degoutputinputconnectablestorable
The Y component of the initial orientation.
initialOrientationZ (ioz) angle (double)0.0degoutputinputconnectablestorable
The Z component of the initial orientation.
initialVelocity (iv) double30, 0, 0outputinputconnectablestorable
The initial velocity of the rigid body in the dynamics simulation.
initialVelocityX (ivx) double0.0outputinputconnectablestorablekeyable
The X component of the initial velocity.
initialVelocityY (ivy) double0.0outputinputconnectablestorablekeyable
The Y component of the initial velocity.
initialVelocityZ (ivz) double0.0outputinputconnectablestorablekeyable
The Z component of the initial velocity.
initialSpin (is) double30, 0, 0outputinputconnectablestorable
The initial angular (rotational) velocity of the rigid body in the dynamics simulation.
initialSpinX (isx) angle (double)0.0degoutputinputconnectablestorablekeyable
The X component of the initial angular velocity.
initialSpinY (isy) angle (double)0.0degoutputinputconnectablestorablekeyable
The Y component of the initial angular velocity.
initialSpinZ (isz) angle (double)0.0degoutputinputconnectablestorablekeyable
The Z component of the initial angular velocity
centerOfMass (com) double30, 0, 0outputinputconnectablestorable
For purposes of the dynamic simulation this is the point (in object space) the object naturally should rotate around. For more realistic rotational motion this point should be placed at or near what would be considered the heaviest part of the rigid body.
centerOfMassX (cmx) double0.0outputinputconnectablestorablekeyable
The X component of the center of mass to rotate around.
centerOfMassY (cmy) double0.0outputinputconnectablestorablekeyable
The Y component of the center of mass to rotate around.
centerOfMassZ (cmz) double0.0outputinputconnectablestorablekeyable
The Z component of the center of mass to rotate around.
impulse (imp) double30, 0, 0outputinputconnectablestorablekeyable
Intended to be used to apply a momentary force (via keyframing of impulse) to the object. Should be zero except during the brief period the force is in effect.
impulseX (imx) double0.0outputinputconnectablestorablekeyable
The X component of the impulse force.
impulseY (imy) double0.0outputinputconnectablestorablekeyable
The Y component of the impulse force.
impulseZ (imz) double0.0outputinputconnectablestorablekeyable
The Z component of the impulse force.
impulsePosition (ipo) double30, 0, 0outputinputconnectablestorablekeyable
This is the position (in object space) at which the impulse force is applied to a rigid body.
impulsePositionX (pix) double0.0outputinputconnectablestorablekeyable
The X component of the position at which the impulse force is applied.
impulsePositionY (piy) double0.0outputinputconnectablestorablekeyable
The Y component of the position at which the impulse force is applied.
impulsePositionZ (piz) double0.0outputinputconnectablestorablekeyable
The Z component of the position at which the impulse force is applied.
spinImpulse (sim) double30, 0, 0outputinputconnectablestorablekeyable
Intended to be used to apply a momentary rotational force (via keyframing of spin impulse) to the object. Should be zero except during the brief period the force is in effect.
spinImpulseX (six) double0.0outputinputconnectablestorablekeyable
The X component of the rotational impulse force.
spinImpulseY (siy) double0.0outputinputconnectablestorablekeyable
The Y component of the rotational impulse force.
spinImpulseZ (siz) double0.0outputinputconnectablestorablekeyable
The Z component of the rotational impulse force.
mass (mas) double1.0outputinputconnectablestorablekeyable
The mass of the rigid body. Use larger values for heavier objects.
volume (vol) double0.0outputconnectable
volume of the rigid body.
bounciness (b) double0.6outputinputconnectablestorablekeyable
Controls how much bounce a rigid body contributes to collisions. Larger values increase bounce. Imagine a ball bouncing up and down on a floor. If both the ball and the floor have a setting of 1.0 the ball will bounce to the same height each time it bounces. If either the ball or the floor is modified to have a value less than 1.0 the height the ball bounces to will diminish each time it bounces. Conversely, if either the ball or the floor had been modified to have a value greater than 1.0 the ball would bounce higher with each bounce.
damping (dp) double0.0outputinputconnectablestorablekeyable
Controls how much a rigid body tends to lose velocity. A value of 0 result in no velocity being lost to damping. A value of >0 results in velocity being lost. A value of <0 results in velocity being gained. Use larger values for large bulky rigid bodies and values closer to 0 for small compact rigid bodies.
staticFriction (sf) double0.2outputinputconnectablestorablekeyable
static friction value of the rigid body.
dynamicFriction (df) double0.2outputinputconnectablestorablekeyable
dynamic friction value of the rigid body.
collisionLayer (cl) integer0outputinputconnectablestorablekeyable
Determines which collision layer the rigid body is in. Rigid bodies will only collide with other rigid bodies that are in the same layer. Rigid bodies in collision layer -1 will collide with all other rigid bodies in the scene regardless of their collision layer.
standIn (si) enum0outputinputconnectablestorablekeyable
To speed up the dynamics simulation at the expense of less accuracy. Set this to use a simpler shape (such as a sphere or cube) for collisions instead of the actual geometry. A setting of NONE will use the actual geometry.
inputGeometryCnt (igc) integer0outputinputconnectablestorable
number of geometry shapes connected to this rigid shape.
active (act) booltrueoutputinputconnectablestorablekeyable
This determines whether the rigid body is treated as an active rigid body or a passive rigid body.
choice (chc) integer0outputinputconnectablestorablehidden
determine which selection the choice node uses
isKinematic (kin) boolfalseoutputinputconnectablestorablehidden
determines if the rigidBody is keyframed or parented.
isKeyframed (key) boolfalseoutputinputconnectablestorablehidden
set if the rigid body is keyframed.
isParented (par) boolfalseoutputinputconnectablestorablehidden
set if the rigid body is parented.
particleCollision (pc) boolfalseoutputinputconnectablestorablekeyable
If this is an active rigid body and you have setup some particles to collide with it, setting this attribute to TRUE will allow the object to move as a result of those particle collisions.
autoInit (ai) booltrueoutputinputconnectablestorablehidden
Turns on and off the auto initialization feature.
allowDisconnection (ad) boolfalseoutputinputconnectablestorable
Allows the user to disconnect the connection made by the rigid body to the solver, time node and choice nodes.
cacheData (idc) boolfalseoutputinputconnectablestorable
data is in cache flag
tessellationFactor (tes) integer200outputinputstorable
The tessellation factor for nurbs surfaces.
velocity (vel) double30, 0, 0outputconnectablehidden
The current velocity of the rigid body.
velocityX (vx) double0.0outputconnectablehidden
The X component of the current velocity.
velocityY (vy) double0.0outputconnectablehidden
The Y component of the current velocity.
velocityZ (vz) double0.0outputconnectablehidden
The Z component of the current velocity.
spin (sp) double30, 0, 0outputconnectablehidden
The current angular velocity of the rigid body.
spinX (spx) double0.0outputconnectablehidden
The X component of the current angular velocity.
spinY (spy) double0.0outputconnectablehidden
The Y component of the current angular velocity.
spinZ (spz) double0.0outputconnectablehidden
The Z component of the current angular velocity.
contactCount (cct) integer0outputconnectablehidden
Number of valid contact points.
contactPosition (cnp) double3arrayoutputconnectable
Array of rigid body contact positions.
contactX (cnx) double0.0outputinputconnectable
X contact point
contactY (cny) double0.0outputinputconnectable
Y contact point
contactZ (cnz) double0.0outputinputconnectable
Z contact point
force (for) double30, 0, 0outputconnectablehidden
The current force on the rigid body.
forceX (fx) double0.0outputconnectablehidden
The X component of the current force on the rigid body.
forceY (fy) double0.0outputconnectablehidden
The Y component of the current force on the rigid body.
forceZ (fz) double0.0outputconnectablehidden
The Z component of the current force on the rigid body.
torque (tor) double30, 0, 0outputconnectablehidden
The current torque on the rigid body.
torqueX (trx) angle (double)0.0degoutputconnectablehidden
The X component of the current torque on the rigid body.
torqueY (try) angle (double)0.0degoutputconnectablehidden
The Y component of the current torque on the rigid body.
torqueZ (trz) angle (double)0.0degoutputconnectablehidden
The Z component of the current torque on the rigid body.
lastSceneTime (lst) time0filmoutputinputhidden
This is the scene time for the last time the dynamics was evaluated for this rigid node.
fieldData (fld) compoundn/aoutputinputconnectablehidden
force data for the field forces.
fieldDataPosition (fdp) vectorArrayemptyoutputinputconnectable
position data for fields.
fieldDataVelocity (fdv) vectorArrayemptyoutputinputconnectable
velocity data for fields.
fieldDataMass (fdm) doubleArrayemptyoutputinputconnectable
mass data for fields.
deltaTime (dt) time0filmoutputinputconnectable
some fields may need deltaTime to compute force (i.e. Vortex).
inputForce (ifr) vectorArrayemptyarrayoutputinputconnectablehidden
force applied by external factors (fields) on the rigid body.
inputForceType (ift) boolfalsearrayoutputinputconnectablestorablehidden
Type of force (positional/non-positional) connected to rigid body.
collisionRecords (crc) genericArrayemptyarrayoutputinputconnectablestorable
particle collision force data
generalForce (gfr) compoundn/aoutputinputconnectablehidden
generalized for on the rigid body (forces and torques).
outputForce (ofr) vectorArrayemptyoutputinputconnectable
forces on the rigid body calculated from the external and collision forces.
outputTorque (otr) vectorArrayemptyoutputinputconnectable
torques on the rigid body calculated from the external and collision forces.
solverId (sid) integer-1outputinputconnectablestorablehidden
this is the index into the solver multi attributes.
bakeSimulationIndex (bsi) integer-1outputinputconnectablestorablehidden
Indicates the choice selection index during a bake simulation.
shapeChanged (sc) integerfalseoutputconnectablehidden
Indicates that the shape has changed and needs updating. This is an internal attribute that should not be modified by the user.
lockCenterOfMass (lcm) boolfalseoutputinputconnectablestorablekeyable
Locks the center of mass of the rigid body so that it is not automatically recalculated if the object is modified.
ignore (ign) boolfalseoutputinputconnectablestorablekeyable
The rigid body is ignored in the simulator if true.
collisions (col) booltrueoutputinputconnectablestorablekeyable
Turns collisions off if set false
applyForceAt (afa) enum1outputinputconnectablestorablekeyable
Determines at what points to apply forces to the rigid body.
debugDraw (dd) boolfalseoutputinputconnectablestorablehidden
Draws the rigid body mesh. Used for debugging only.