Rigid Body Depth Image
Updated: 4 Dec 2023
Allows Rigid Bodies to interact with data from a depth camera.Updated: 4 Dec 2023
Allows Rigid Bodies to interact with data from a depth camera.The Rigid Body Depth Image node is used to allow Kinect depth to collide with mesh in the rigid body simulation.
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.
Parameter | Details |
---|---|
Position X | The objects position along the local x-axis. |
Position Y | The objects position along the local y-axis. |
Position Z | The objects position along the local z-axis. |
Rotation Heading | The objects rotation around the local y-axis. |
Rotation Pitch | The objects rotation around the local x-axis. |
Rotation Bank | The objects rotation around the local z-axis. |
Scale X | The objects scale along the local x-axis. |
Scale Y | The objects scale along the local y-axis. |
Scale Z | The objects scale along the local z-axis. |
Control the inheritance of the transforms from the parent.
Parameter | Details |
---|---|
Position | Toggle inheritance of the Position from the parent. |
Rotation | Toggle inheritance of the Rotation from the parent. |
Scale | Toggle inheritance of the Scale from the parent. |
World Position Only | Inherit the world position from the parent only, rotation and scale will be ignored. Overrides above properties. |
Inherit Time | Toggle inheritance of time from the parent. |
These properties control the core behaviours of the node.
Parameter | Details |
---|---|
Flip Image | Flip the image in the y axis. |
These properties control the physical properties of the rigid bodies, changing how each object interacts with one another.
Parameter | Details |
---|---|
Static Friction | How much resistance there will be for rigid bodies that are at rest relative to each other to begin moving. |
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. |
Collision Radius | The radius of collision shape if applicable. |
Collision Mode |
Mode for calculating collision if applicable.
|
Name | Description | Typical Input |
---|---|---|
Depth Image | Add a depth image to drive the collision inputs, | |
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 |