base class — bpy_struct
Settings for object participating in Rigid Body Simulation
Amount of angular velocity that is lost over time
Type : | float in [0, 1], default 0.1 |
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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) |
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Threshold of distance near surface where collisions are still considered (best results when non-zero)
Type : | float in [0, 1], default 0.04 |
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Collision Shape of object in Rigid Body Simulations
Type : | enum in [‘BOX’, ‘SPHERE’, ‘CAPSULE’, ‘CYLINDER’, ‘CONE’, ‘CONVEX_HULL’, ‘MESH’], default ‘BOX’ |
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Angular Velocity below which simulation stops simulating object
Type : | float in [0, inf], default 0.5 |
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Linear Velocity below which simulation stops simulating object
Type : | float in [0, inf], default 0.4 |
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Rigid Body actively participates to the simulation
Type : | boolean, default False |
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Resistance of object to movement
Type : | float in [0, inf], default 0.5 |
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Allow rigid body to be controlled by the animation system
Type : | boolean, default False |
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Amount of linear velocity that is lost over time
Type : | float in [0, 1], default 0.04 |
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How much the object ‘weighs’ irrespective of gravity
Type : | float in [0.001, inf], default 1.0 |
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Tendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)
Type : | float in [0, inf], default 0.0 |
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Deactivate rigid body at the start of the simulation
Type : | boolean, default False |
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Role of object in Rigid Body Simulations
Type : | enum in [‘ACTIVE’, ‘PASSIVE’], default ‘ACTIVE’ |
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Enable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)
Type : | boolean, default True |
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Use custom collision margin (some shapes will have a visible gap around them)
Type : | boolean, default False |
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Inherited Properties
Inherited Functions
References