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_collections

Collision collections 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.

  • COMPOUND Compound Parent – Combines all of its direct rigid body children into one rigid object.

Type

enum in [‘BOX’, ‘SPHERE’, ‘CAPSULE’, ‘CYLINDER’, ‘CONE’, ‘CONVEX_HULL’, ‘MESH’, ‘COMPOUND’], 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

classmethod bl_rna_get_subclass(id, default=None)
Parameters

id (string) – The RNA type identifier.

Returns

The RNA type or default when not found.

Return type

bpy.types.Struct subclass

classmethod bl_rna_get_subclass_py(id, default=None)
Parameters

id (string) – The RNA type identifier.

Returns

The class or default when not found.

Return type

type

Inherited Properties

Inherited Functions

References