Rigid Body Collision Mesh
Method #
The Rigid Body Collision Mesh node is used to allow rigid bodies to collide with a static, complex mesh - such as a displaced floor. Collisions with a Collision Mesh node use tests against polygons treated as thin planes. This is less robust than collisions with convex hulls as used when 3D Object or Primitive nodes are set up as static colliders. A high frame rate on the Rigid Body Root is recommended to reduce the chance of bodies falling through. Wherever possible, use a 3D Object or Shape 3D node as a static rigid body should be used instead.
Parameters
These properties control the physical properties of the rigid bodies, changing how each object interacts with one another.
Parameter Details
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.
Inputs
These properties control the physical properties of the rigid bodies, changing how each object interacts with one another.
Parameter | Details |
---|---|
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. |
Name | Description | Typical Input |
---|---|---|
Objects | The 3D objects used for the collision mesh. | 3D Object nodes |
Transform Modifiers | Apply the transforms of another node to this node. | Null |
Target Node | Modifiy the rotations of the node to always direct the z axis towards the input. | Null |
Local Transform Override | Apply the transforms of another node to this node, relative to its parent. | Null |