Rigid Body Properties¶
Rigid Body¶
Reference
- Panel
- Type
Role of the rigid body in the simulation. Active objects can be simulated dynamically, passive object remain static.
- Active
Object is directly controlled by simulation results. The possibility to select this type also available with Add Active button in the Physics tab of the Toolbar.
- Passive
Object is directly controlled by animation system. Thus, this type is not available for Dynamics. The possibility to select this type also available with Add Passive button in the Physics tab of the Toolbar.
- Mass
Specifies how heavy the object is and “weights” irrespective of gravity. There are predefined mass preset available with the Calculate Mass button in the Physics tab of the Toolbar.
- Calculate Mass
Automatically calculate mass values for rigid body objects based on its volume. There are many useful presets available from the menu, listing real-world objects.
Note
Also you can have Custom mass material type, which is achieved by setting a custom density value (kg/m3).
- Dynamic
Enables/disables rigid body simulation for object.
- Animated
Allows the rigid body additionally to be controlled by the animation system.
Rigid Body Collisions¶
Reference
- Panel
Shape¶
The Shape option determines the collision shape of the object.
Primitive Shapes
These are best in terms of memory/performance but do not necessarily reflect the actual shape of the object. They are calculated based on the object’s bounding box. The center of gravity is always in the middle for now. Primitive shapes can be shown in the viewport by enabling Bounds in the
panel.- Box
Box-like shapes (e.g. cubes), including planes (e.g. ground planes). The size per axis is calculated from the bounding box.
- Sphere
Sphere-like shapes. The radius is the largest axis of the bounding box.
- Capsule
This points up the Z axis.
- Cylinder
This points up the Z axis. The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
- Cone
This points up the Z axis. The height is taken from the Z axis, while the radius is the larger of the X or Y axes.
Mesh-Based Shapes
These are calculated based on the geometry of the object so they are a better representation of the object. The center of gravity for these shapes is the object origin.
- Convex Hull
A mesh-like surface encompassing (e.g. shrink-wrap over) all vertices (best results with fewer vertices). A convex approximation of the object, has a good performance and stability.
- Mesh
Mesh consisting of triangles only, allowing for more detailed interactions than convex hulls. Allows to simulate concave objects, but is rather slow and unstable.
Source¶
Users can now specify the mesh Source for Mesh bases collision shapes:
- Base
The base mesh of the object.
- Deform
Includes any deformations added to the mesh (shape keys, deform modifiers).
- Deforming
Mesh shapes can deform during simulation.
- Final
Includes all deformations and modifiers.
Surface Response¶
- Friction
Resistance of object to movement. Specifies how much velocity is lost when objects collide with each other.
- Bounciness
Tendency of object to bounce after colliding with another (0 to 1) (rigid to perfectly elastic). Specifies how much objects can bounce after collisions.
Sensitivity¶
- Margin
Threshold of distance near surface where collisions are still considered (best results when non-zero).
The collision margin is used to improve the performance and stability of rigid bodies. Depending on the shape, it behaves differently: some shapes embed it, while others have a visible gap around them.
The margin is embedded for these shapes:
Sphere
Box
Capsule
Cylinder
Convex Hull: Only allows for uniform scale when embedded.
The margin is not embedded for these shapes:
Cone
Active Triangle Mesh
Passive Triangle Mesh: Can be set to 0 most of the time.
Collections¶
Allows rigid body collisions allocate on different groups (maximum 20).
Dynamics¶
Reference
- Panel
Used to control the physics of the rigid body simulation. This panel is available only for Active type of rigid bodies.
- Damping
- Translation
Amount of linear velocity that is lost over time.
- Rotation
Amount of angular velocity that is lost over time.
- Deactivation
- Enable Deactivation
Enable deactivation of resting rigid bodies. Allows object to be deactivated during the simulation (improves the performance and stability, but can cause glitches).
- Start Deactivated
Starts objects deactivated. They are activated on collision with other objects.
- Linear Velocity
Specifies the linear deactivation velocity below which the rigid body is deactivated and simulation stops simulating object.
- Angular Velocity
Specifies the angular deactivation velocity below which the rigid body is deactivated and simulation stops simulating object.