Rigid Body Procedural
Updated: 4 Dec 2023
Allows a procedural system to be used for collisions with rigid bodies.Updated: 4 Dec 2023
Allows a procedural system to be used for collisions with rigid bodies.The Rigid Body Procedural node allows a procedural system to be used as a collider for rigid bodies. It must be parented to a Rigid Body Root. This node is great for getting complicated physics interactions at high frame rates.
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 |
|---|---|---|
| Procedural Root | The root node of a procedural system to use as a collision surface. | Procedural Root |
| 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 |