RigidBodyObject(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
RigidBodyObject
(bpy_struct)¶ Settings for object participating in Rigid Body Simulation
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angular_damping
¶ Amount of angular velocity that is lost over time
Type: float in [0, 1], default 0.1
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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)
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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
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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’
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deactivate_angular_velocity
¶ Angular Velocity below which simulation stops simulating object
Type: float in [0, inf], default 0.5
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deactivate_linear_velocity
¶ Linear Velocity below which simulation stops simulating object
Type: float in [0, inf], default 0.4
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enabled
¶ Rigid Body actively participates to the simulation
Type: boolean, default False
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friction
¶ Resistance of object to movement
Type: float in [0, inf], default 0.5
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kinematic
¶ Allow rigid body to be controlled by the animation system
Type: boolean, default False
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linear_damping
¶ Amount of linear velocity that is lost over time
Type: float in [0, 1], default 0.04
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mass
¶ How much the object ‘weighs’ irrespective of gravity
Type: float in [0.001, inf], default 1.0
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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’
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restitution
¶ 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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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’
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use_deactivation
¶ Enable deactivation of resting rigid bodies (increases performance and stability but can cause glitches)
Type: boolean, default True
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use_deform
¶ Rigid body deforms during simulation
Type: boolean, default False
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use_margin
¶ Use custom collision margin (some shapes will have a visible gap around them)
Type: boolean, default False
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use_start_deactivated
¶ Deactivate rigid body at the start of the simulation
Type: boolean, default False
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Inherited Properties
Inherited Functions
References