# RigidBodyObject(bpy_struct)

base class — `bpy_struct`

class `bpy.types.``RigidBodyObject`(bpy_struct)

  Settings for object participating in Rigid Body Simulation

  `angular_damping`

    Amount of angular velocity that is lost over time

    Type: | float in [0, 1], default 0.1

  `collision_groups`

    Collision Groups Rigid Body belongs to

    Type: | boolean array of 20 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `collision_margin`

    Threshold of distance near surface where collisions are still considered (best results when non-zero)

    Type: | float in [0, 1], default 0.04

  `collision_shape`

    Collision Shape of object in Rigid Body Simulations

    - `BOX` Box, Box-like shapes (i.e. cubes), including planes (i.e. ground planes).
    - `SPHERE` Sphere.
    - `CAPSULE` Capsule.
    - `CYLINDER` Cylinder.
    - `CONE` Cone.
    - `CONVEX_HULL` Convex Hull, A mesh-like surface encompassing (i.e. shrinkwrap over) all vertices (best results with fewer vertices).
    - `MESH` Mesh, Mesh consisting of triangles only, allowing for more detailed interactions than convex hulls.

    Type: | enum in [‘BOX’, ‘SPHERE’, ‘CAPSULE’, ‘CYLINDER’, ‘CONE’, ‘CONVEX_HULL’, ‘MESH’], default ‘BOX’

  `deactivate_angular_velocity`

    Angular Velocity below which simulation stops simulating object

    Type: | float in [0, inf], default 0.5

  `deactivate_linear_velocity`

    Linear Velocity below which simulation stops simulating object

    Type: | float in [0, inf], default 0.4

  `enabled`

    Rigid Body actively participates to the simulation

    Type: | boolean, default False

  `friction`

    Resistance of object to movement

    Type: | float in [0, inf], default 0.5

  `kinematic`

    Allow rigid body to be controlled by the animation system

    Type: | boolean, default False

  `linear_damping`

    Amount of linear velocity that is lost over time

    Type: | float in [0, 1], default 0.04

  `mass`

    How much the object ‘weighs’ irrespective of gravity

    Type: | float in [0.001, inf], default 1.0

  `mesh_source`

    Source of the mesh used to create collision shape

    - `BASE` Base, Base mesh.
    - `DEFORM` Deform, Deformations (shape keys, deform modifiers).
    - `FINAL` Final, All modifiers.

    Type: | enum in [‘BASE’, ‘DEFORM’, ‘FINAL’], default ‘BASE’

  `restitution`

    Tendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)

    Type: | float in [0, inf], default 0.0

  `type`

    Role of object in Rigid Body Simulations

    - `ACTIVE` Active, Object is directly controlled by simulation results.
    - `PASSIVE` Passive, Object is directly controlled by animation system.

    Type: | enum in [‘ACTIVE’, ‘PASSIVE’], default ‘ACTIVE’

  `use_deactivation`

    Enable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)

    Type: | boolean, default True

  `use_deform`

    Rigid body deforms during simulation

    Type: | boolean, default False

  `use_margin`

    Use custom collision margin (some shapes will have a visible gap around them)

    Type: | boolean, default False

  `use_start_deactivated`

    Deactivate rigid body at the start of the simulation

    Type: | boolean, default False

Inherited Properties

`bpy_struct.id_data` |

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` | `bpy_struct.keyframe_delete` `bpy_struct.keyframe_insert` `bpy_struct.keys` `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values`

References

`Object.rigid_body` |