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. Where ever possible, a 3D Object or Primitive node as a static rigid body should be used instead.
|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 Node Input|
|Objects||The 3D objects used for the collision mesh.||3D Object nodes|
|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|
There are no outputs from this node.