Method

The Rigid Body node defines a static or dynamic rigid body collision object. This is a 3D body that moves under physics and collides with other objects in the same physics system – under the same Rigid Body Root. It must be parented to a Rigid Body Root for physics to work.

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 mode of the rigid body.
  • Static, A static rigid body does not move and can’t be moved by physics.
  • Kinematic, A kinematic rigid body is not moved by physics, but has a velocity that can affect dynamic bodies.
  • Dynamic, A dynamic rigid body has its initial position set by its transform, but transform control is taken over by physics as soon as the simulation starts.
Shape The shape of the rigid body.
  • Sphere, A sphere.
  • Box, A box.
  • Plane, A plane – can only be static or kinematic.
  • 3D Object (Convex Hull), A Mesh defined by the 3D Object Node input.
Radius The radius of the sphere shape, if applicable.
Size X/Y/Z The size of the box shape, if applicable.
Show Rigid Body Displays a debug view of the actual rigid body shapes being used to calculate collisions.
Transform For Rendering Only (Faster) If selected, the transform of the body is maintained on GPU only. This reduces latency and increases performance but means that parenting to the object, e.g. using it to transform lights will not work

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
Object Node Allows a 3D Object node to be connected to define the shape of the body. 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

There are no outputs from this node.