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

Inherited Functions

References

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RigidBodyJointConstraint(Constraint)

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RigidBodyWorld(bpy_struct)