Rigid Body Properties

Rigid Body properties are managed through the Properties panel. You can view and modify them.

Even if hidden, an object with the Rigid Body behavior is active during a playing session.

This page discusses:

General

Active
Defines whether or not a behavior is active during a playing session.
Notes:
  • An inactive behavior or script is not executed during a playing session.
  • The behavior's activity depends on the actor's activity. If its associated actors are inactive, the behavior is also inactive.

Geometry

If the actor is a geometric primitive, the Geometry section is unavailable. The physical shape is automatically computed according to the type of geometric primitive.

Geometry Type
Defines the type of geometry.

Two types are available:

  • Canonical: Defines a physical shape based on the object. The shape is always a cuboid.
  • Mesh: Defines a mesh based on the object.

Mesh Density
Defines the density of the mesh.

This property is only available if the geometry type is a mesh.

Three levels are available:

  • Low: Defines a mesh with a low level of details.

  • Medium: Defines a mesh with a medium level of details.

  • High: Defines a mesh with a high level of details.

Note: In the images, the red shape displays the computed physical shape. The more complex the physical mesh, the slower the physical simulation.

Divide in parts
Adapts the physical shapes closely to the product mesh.

This property is only available if the geometry type is a mesh.

Materials

Damping
Simulates the energy loss when an object rotates.
Note: The value must be included between 0 and 1.
Restitution
Defines the elasticity or the bouncings of an object.
Note: The value must be included between 0 and 1.
Friction
Defines the friction of the material.
Note: The value must be included between 0 and 1.

Parameters

Density
Defines the density of the rigid body object.
Note: This value must be positive.
Motion Type
Defines the motion type of the rigid body object.

Three types are available:

  • Dynamic: the rigid body object moves and reacts to collisions with other rigid bodies.
  • Fixed: the rigid body object is fixed in the experience.
  • Driven: the rigid body object's position is determined by the 3D actor's position.

Associated Capacities

Sensors
  • Is dynamic
  • Is fixed
  • Is driven
Drivers
  • Becomes dynamic
  • Becomes fixed
  • Becomes driven