Rigid Body Depth Image
Method #
The Rigid Body Depth Image node is used to allow Kinect depth to collide with mesh in the rigid body simulation.
Parameters
TBC
Parameter Details
Position X Move along the local x-axis.
Position Y Move along the local y-axis.
Position Z Move along the local z-axis.
Rotation Heading Rotate around the local y-axis.
Rotation Pitch Rotate around the local x-axis.
Rotation Bank Rotate around the local z-axis.
Scale X Scale along the local x-axis.
Scale Y Scale along the local y-axis.
Scale Z Scale along the local z-axis.
TBC
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.
TBC
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.
These properties control the core behaviours of the node.
Parameter Details
Flip Image Flip the image in the y axis.
Inputs
TBC
Parameter | Details |
---|---|
Position X | Move along the local x-axis. |
Position Y | Move along the local y-axis. |
Position Z | Move along the local z-axis. |
Rotation Heading | Rotate around the local y-axis. |
Rotation Pitch | Rotate around the local x-axis. |
Rotation Bank | Rotate around the local z-axis. |
Scale X | Scale along the local x-axis. |
Scale Y | Scale along the local y-axis. |
Scale Z | Scale along the local z-axis. |
TBC
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. |
TBC
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. |
These properties control the core behaviours of the node.
Parameter | Details |
---|---|
Flip Image | Flip the image in the y axis. |
Name | Description | Typical Input |
---|---|---|
Depth Image | Add a depth image to drive the collision inputs, | |
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/Y/Z | ERROR: Variable not found: {att-node-physics-spin-xyz} |