Method

The Rigid Body Effector node turns clones into rigid bodies. The resulting bodies are able to collide with each other, or with other bodies that are part of the same physics system – under the same Rigid Body Root.
If this node is parented via a Rigid Body Root it will be part of the physics system of that Rigid Body Root. Otherwise, this node is capable of acting as its own physics system, allowing for easy rigging of a simple physics system with a single cloner.

For best results ensure that the clones do not overlap in their initial position before dynamics is applied.

Example
Example Nodegraph

Transform

Name Description
Position X Move its position along the x-axis in local space.
Position Y Move its position along the y-axis in local space.
Position Z Move its position along the z-axis in local space.
Rotation Heading Rotate the object about the x-axis.
Rotation Pitch Rotate the object about the y-axis.
Rotation Bank Rotate the object about the z-axis.
Scale X Scale along the x-axis.
Scale Y Scale along the y-axis.
Scale Z Scale along the z-axis.

Inherit Transform Channels

Toggle which transform channels should be inherited. By default, all are on.

Attributes

Name Description
Mode The rigid body mode
  • Static, the clones are not affected by physics but other bodies will collide by them
  • Kinematic, the clones are not affected by physics but other bodies will collide by them and be affected by the velocity of the clone.
  • Dynamic, the clones are affected by physics.
  • Dynamic After Collision, the clones are affected by physics only after first being hit by another body. They are treated as kinematic before being hit.
Shape Type The shape used for the rigid bodies
  • Cloned Objects (Simplified / Convex Hulls), the cloned geometry attached to the parent cloner is used as rigid body geometry – but simplified convex hulls via the mode specified by Convex Hull Mode. Convex hull simplification is often necessary to ensure objects are suitably low poly and convex, as rigid bodies must be.
  • Boxes, boxes are used for the rigid body shape.
  • Spheres, spheres are used for the rigid body shape.
  • Input 3D Objects, The Collision Shapes input may be used to connect the meshes to use for the rigid body shapes.
  • Chunked 3D Object, A single, chunked 3D object is used – and each clone uses a chunk. This is suitable when the Rigid Body Effector is linked to a single chunked object via the Chunk Effector Deformer.
  • Cloned Objects (Original Geometry), the cloned geometry attached to the parent cloner is used as rigid body geometry.
Convex Hull Mode Defines the convex hull method, when convex hulls are used for the collision shape. Choose the best fit for the cloned objects. Fewer faces will be more efficient.
  • 10 Faces (Cylinder) – X Axis, a cylindrical shape oriented along the X axis.
  • 10 Faces (Cylinder) – Y Axis, a cylindrical shape oriented along the Y axis.
  • 10 Faces (Cylinder) – Z Axis, a cylindrical shape oriented along the Z axis.
  • 14 Faces (Capsule) – X Axis, a capsule shape oriented along the X axis.
  • 14 Faces (Capsule) – Y Axis, a capsule shape oriented along the Y axis.
  • 14 Faces (Capsule) – Z Axis, a capsule shape oriented along the Z axis.
  • 18 Faces (Rounded Box), a rounded box shape.
Max Velocity The maximum velocity any rigid body in this system can reach.
Max Angular Velocity The maximum angular velocity any rigid body in this system can reach.
Dampening Reduces the velocity and angular velocity of bodies over time, per frame.
Smoothing Smooths motion of bodies over frames to remove the visual appearance of jitters in the physics system.
Gravity Gravity strength. Defaults to 9.8 but should be adjusted to reflect the scale of the scene.
Floor Collision Enabled Generates a default floor plane to collide all rigid bodies with.
Floor Height The height of the default floor plane.
Show Rigid Bodies Displays a debug view of the actual rigid body shapes being used to calculate collisions.

Physics Attributes

Name Description
Friction How much other rigid bodies will be able to slide along side this rigid body. When two rigid bodies of different frictions interact, the minimum value is used.
Bounciness How much this rigid body will bounce off of other rigid bodies in the scene.
Density The density of the rigid body. The density is scaled by the area of the shape to determine the mass of the body.
Spin X/Y/Z The spin of the rigid body on the X/Y/Z axes. This scales the inertia tensor on the axes, making the body spin faster in that direction when torque is applied.

Inputs

Name Description Typical Node Input
Rigid Bodies Input Rigid Bodies to collide the clones with. Rigid Body
Rigid Body Affectors Input forces which can move and transform the Rigid Bodies. Rigid Body Force Affector
Collision Shapes Use this input shape to calculate collisions against. 3D Object
Transform Modifier Links all transform properties to the input node. Null
Target Node Always faces the x-axis towards the inputs anchor point. Null
Local Transform Override Override the transformation values of the node, relative to its parent. Null

Outputs

Connect the output to the effector input of any cloner node. Multiple effectors connected to the same output will stack, and order of operations chosen by positon on the nodegraph.