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 3D Primitive 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.
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 The 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 Y The 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 Z The 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
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. |
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 | The 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 Y | The 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 Z | The 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. |
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 |