Notch Notch Manual 0.9.23
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Rigid Body

Rigid Body

Generates a static or dynamic rigid body collision object.

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. Useful for quickly setting up collision surfaces, such as side barriers or angled ground planes.

Parameters

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.

ParameterDetails
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.

ParameterDetails
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 core behaviours of the node.

ParameterDetails
Dynamics ModeHow the object is 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. An example could be a floor or wall.
  • Kinematic : A kinematic rigid body is not moved by physics but has a velocity that can affect dynamic bodies. An example could be a moving platform or rotating collider.
  • 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.
Dynamics 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.
Rigid Body ShapeThe shape of the rigid body used for physics simulation. Often times, a simpler approximation of a mesh can be used for significantly improved performance.
  • Sphere : A sphere, useful for emulating balls or roundish objects.
  • Box : A box, useful for emulating boxy objects.
  • Plane : A flat infinite plane, useful for setting up solid walls. May only be static or kinematic.
  • 3D Object (Convex Hull) : A convex hull derived from the geometry of the node, with its own modes to set the convex hull generation below.
  • 3D Object (Use Original Geometry) : The original triangle geometry of the node, if applicable. Best used with low poly meshes.
Rigid Body Box Size XThe width of the rigid body shape if Box is selected in the Rigid Body Shape.
Rigid Body Box Size YThe height of the rigid body box shape if Box is selected in the Rigid Body Shape.
Rigid Body Box Size ZThe depth of the rigid body box shape if Box is selected in the Rigid Body Shape.
Show Rigid BodyDisplays a debug view of the actual rigid body shapes being used to calculate collisions.
Rigid Body Sphere RadiusThe radius of the rigid body if Sphere is selected in the Rigid Body Shape.
Rigid Body Convex Hull ModeDetermines the convex hull shape generation used to wrap around the node’s geometry. only functions if the Convex Hull shape is selected in the Rigid Body Shape.
  • 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.

These properties control the physical properties of the rigid bodies, changing how each object interacts with one another.

ParameterDetails
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.
Spin XThe spin of the rigid body on the X axes. This scales the inertia tensor on this axes, making the body spin faster or slower in that direction when torque is applied.
Spin YThe spin of the rigid body on the Y axes. This scales the inertia tensor on this axes, making the body spin faster or slower in that direction when torque is applied.
Spin ZThe spin of the rigid body on the Z axes. This scales the inertia tensor on this axes, making the body spin faster or slower in that direction when torque is applied.

Inputs

NameDescriptionTypical Input
Object NodeAllows a 3D Object node to be connected to define the shape of the body.3D Object
Transform ModifierApply 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