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Rigid Body Procedural

Rigid Body Procedural

Updated: 4 Dec 2023

Allows a procedural system to be used for collisions with rigid bodies.

Method #

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.

Parameters

These properties control the physical properties of the rigid bodies, changing how each object interacts with one another.

ParameterDetails
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.
  • Volumetric : Calculate collisions inside the object.
  • Surface : Only calculate collisions on the surface of the object.

Inputs

NameDescriptionTypical Input
Procedural RootThe root node of a procedural system to use as a collision surface.Procedural Root
Transform ModifiersApply the transforms of another node to this node.Null
Target NodeModifiy the rotations of the node to always direct the z axis towards the input.Null
Local Transform OverrideApply the transforms of another node to this node, relative to its parent.Null

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