filip c
0
Rigid body dynamics
Hi guys,
I've been experimenting with the different settings of the rigid bodies and made a little video compilation/manual of what I discovered...
(might contain mistakes, so if you notice one, let me know)
SEE HERE
I hope you guys like it.
(p.s.: I didn't find a distinct difference in use between the "convex" and "convex hull" shape yet...)
Kind regards,
Filip
Edit: here my notes as a guideline...(may contain errors!)
Static: objects that stay in place at all times, but get collided. They never get affected by forces.
Dynamic: objects which are automaticly influenced by gravity, collisions and forces.
Kinematic: animatable objects that collide, but aren't influenced by gravity, collisions or forces.
Shape:
determines which bounding shape will be used as a physical representation for simulation of the collisions
Bounding box: a cube that fits arround the object acts as collider
convex: the outer shape (cavities are ignored) acts as collider
convex hull: a calculated shape that completely encloses the object's geometry (like shrink-wrap) acts as collider
concave: the actual mesh acts as collider (slower to simulate!)
Mass:
Acceleration in relation with the gravity plus how much the object is influenced when collisions occur.
(gravity is -9,81 on the y axis by default, which is the gravity on earth. but this can be altered in the dynamics menu)
Friction:
How strong the resistance of the relative motion is of the objects sliding against each other
Elasticity:
How much objects bounce off each other
Damping:
Is a value to determine how much the velocity of the object is slowed down over time
Angular damping:
Is a value that determines how much the rotation of the object is slowed down over time
Margin:
Defines the space between colliding objects (shape is used for calculating)
Pivot point:
acts as center of mass!
To apply physics to particles:
you have to make the particle system editable and apply the Rigid Body tag to this particle system.
Forces:
Forces can influence the velocity of an object in a typical direction/pattern
Final toughts:
Mass, Friction and Elasticity strongly influence each other (in relation with the gravity and forces)!
small objects could penetrate collision objects
distances are very important (calculations use 1 unit as 1 meter)
Edit2:
I added the file, be sure to paste every example folder in a new cheetah document...
Hi guys,
I've been experimenting with the different settings of the rigid bodies and made a little video compilation/manual of what I discovered...
(might contain mistakes, so if you notice one, let me know)
SEE HERE
I hope you guys like it.
(p.s.: I didn't find a distinct difference in use between the "convex" and "convex hull" shape yet...)
Kind regards,
Filip
Edit: here my notes as a guideline...(may contain errors!)
Rigid body settings
Types:
Static: objects that stay in place at all times, but get collided. They never get affected by forces.
Dynamic: objects which are automaticly influenced by gravity, collisions and forces.
Kinematic: animatable objects that collide, but aren't influenced by gravity, collisions or forces.
Shape:
determines which bounding shape will be used as a physical representation for simulation of the collisions
Bounding box: a cube that fits arround the object acts as collider
convex: the outer shape (cavities are ignored) acts as collider
convex hull: a calculated shape that completely encloses the object's geometry (like shrink-wrap) acts as collider
concave: the actual mesh acts as collider (slower to simulate!)
Mass:
Acceleration in relation with the gravity plus how much the object is influenced when collisions occur.
(gravity is -9,81 on the y axis by default, which is the gravity on earth. but this can be altered in the dynamics menu)
Friction:
How strong the resistance of the relative motion is of the objects sliding against each other
Elasticity:
How much objects bounce off each other
Damping:
Is a value to determine how much the velocity of the object is slowed down over time
Angular damping:
Is a value that determines how much the rotation of the object is slowed down over time
Margin:
Defines the space between colliding objects (shape is used for calculating)
Pivot point:
acts as center of mass!
To apply physics to particles:
you have to make the particle system editable and apply the Rigid Body tag to this particle system.
Forces:
Forces can influence the velocity of an object in a typical direction/pattern
Final toughts:
Mass, Friction and Elasticity strongly influence each other (in relation with the gravity and forces)!
small objects could penetrate collision objects
distances are very important (calculations use 1 unit as 1 meter)
Edit2:
I added the file, be sure to paste every example folder in a new cheetah document...
Attachments
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