Notch Notch Manual 0.9.23
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Rigid Body Effector

Rigid Body Effector

Applies a Rigid Body simulation to A cloner system.



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.

Unlike other cloner nodes, this Effector is a simulation node. This means that jumping in time will not produce predictable results, as the simulation needs to process the frames in between.

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


These properties control the 3D transforms of the node. Transforms will generally be inherited by child nodes, although they can be ignored through the Inherit Transform Channels attributes.

Position XMove along the local x-axis.
Position YMove along the local y-axis.
Position ZMove along the local z-axis.
Rotation HeadingRotate around the local y-axis.
Rotation PitchRotate around the local x-axis.
Rotation BankRotate around the local z-axis.
Scale XScale along the local x-axis.
Scale YScale along the local y-axis.
Scale ZScale along the local z-axis.

Toggle which transform channels should be inherited from the parent node. By default, all transforms will be inherited.

Position XToggle inheritance of the X Position from the parent.
Position YToggle inheritance of the Y Position from the parent.
Position ZToggle inheritance of the Z Position from the parent.
Rotation HeadingToggle inheritance of the Rotation Heading from the parent.
Rotation PitchToggle inheritance of the Rotation Pitch from the parent.
Rotation BankToggle inheritance of the Rotation Bank from the parent.
Scale XToggle inheritance of the X Scale from the parent.
Scale YToggle inheritance of the Y Scale from the parent.
Scale ZToggle inheritance of the Z Scale from the parent.
World Position OnlyInherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties.
Inherit TimeToggle inheritance of time from the parent.

These properties control the physics settings the clones will be simulated under. Parenting a Physics Root node node will disable many of these properties as the node inherits those parameters instead.

ModeHow the Clones are used in a physics simulation.
  • Static : A static rigid body does not move and can’t be moved by physics, but will act as a collider for other dynamic objects.
  • 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.
  • Disabled : Physics will not be applied, and the object will be ignored for simulation.
Shape TypeThe shape of the rigid body used for simulation of each clone. Often times, a simpler approximation of a mesh can be used for significantly improved performance.
  • 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 : A box, useful for emulating boxy objects
  • Spheres : A sphere, useful for emulating balls or roundish objects.
  • Input 3D Objects : Use the geometry from the Collision Shapes input as 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 rigid body shape from the cloner node is used.
Max VelocityThe maximum velocity any rigid body in this system can reach.
Max Angular VelocityThe maximum angular velocity any rigid body in this system can reach.
DampeningReduces the velocity and angular velocity of bodies over time, per frame.
SmoothingSmooths motion of bodies over frames to remove the visual appearance of jitters in the physics system.
GravityGravity strength. Defaults to 9.8 but should be adjusted to reflect the scale of the scene.
Floor Collision EnabledGenerates a default floor plane to collide all rigid bodies with.
Floor HeightThe height of the default floor plane.
Show Rigid BodiesDisplays a debug view of the actual rigid body shapes being used to calculate collisions.
Convex Hull ModeIf the Convex Hull shape is used, determines the convex hull mode used to wrap around the clones geometry.
  • 10 Faces (Cylinder) X-Axis : A simplified cylinder with 10 sides pointing along the X axis.
  • 10 Faces (Cylinder) Y-Axis : A simplified cylinder with 10 sides pointing along the Y axis.
  • 10 Faces (Cylinder) Z-Axis : A simplified cylinder with 10 sides pointing along the Z axis.
  • 14 Faces (Capsule) - X-Axis : A simplified capsule with 10 sides pointing along the X axis.
  • 14 Faces (Capsule) - Y-Axis : A simplified capsule with 10 sides pointing along the Y axis.
  • 14 Faces (Capsule) - Z-Axis : A simplified capsule with 10 sides pointing along the Z axis.
  • 18 Faces (Rounded Box) : A simplified beveled box with 18 sides.
Time Till IdleThe amount of time an object can be within the Idle Movement Threshold and remain active.
Idle Movement ThresholdThe minimum amount a physics object can be moving before it stops receiving updates.

The properties control the physical properties of the clones, dictating how they will behave when they interact with each other or other physics objects in the scene.

FrictionHow 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.
BouncinessHow much this rigid body will bounce off of other rigid bodies in the scene.
DensityThe density of the rigid body. The density is scaled by the area of the shape to determine the mass of the body.
Rigid Body Box Size XThe size of the rigid body box shape if applicable
Rigid Body Box Size YThe size of the rigid body box shape if applicable
Rigid Body Box Size ZThe size of the rigid body box shape if applicable


NameDescriptionTypical Input
Rigid BodiesInput Rigid Bodies from other systems to interact with the clones.Rigid Body
Rigid Body AffectorsInput forces which can move and affect the Rigid Bodies.Rigid Body Force Affector
Collision ShapesInput geometry to use as collision shapes for the rigid bodies instead of the built in shapes or convex hulls.3D Object
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null