Rigid Body Controller: Difference between revisions
| Eric Lengyel (talk | contribs)   (Created page with "__NOTOC__ The '''Rigid Body Controller''' is a type of controller that represents a rigid body in a physics simulation. The Rigid Body Controller is built into the core engine, and it's used for all solid objects that move under the control of the built-in physics system.  == Settings ==  The following settings are available for Rigid Body Controllers.  {| {{Table}} {{Tablehead|Setting|Description}} |- {{HeadingSetting|'''Rigid Body Flags'''|}} |- {{Setting|'''...") | 
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Latest revision as of 10:45, 15 July 2023
The Rigid Body Controller is a type of controller that represents a rigid body in a physics simulation. The Rigid Body Controller is built into the core engine, and it's used for all solid objects that move under the control of the built-in physics system.
Settings
The following settings are available for Rigid Body Controllers.
| Setting | Description | 
| Rigid Body Flags | |
| Initially asleep | If checked, then the rigid body is initially in the sleeping state. It will not be moved under it is explicitly awakened or another object collides with it. | 
| Ignore force fields | If checked, then force fields do not affect this rigid body. | 
| Physical Properties | |
| Gravity multiplier | The factor by which the force of gravity is multiplied for this rigid body. | 
| Fluid drag multiplier | The factor by which fluid drag forces are multiplied for this rigid body. | 
| Wind drag multiplier | The factor by which wind drag forces are multiplied for this rigid body. | 
| Restitution coefficient | The fraction of momentum that is retained when this rigid body bounces during a collision. | 
| Friction coefficient | The coefficient used in friction force calculations. This value should usually be between 0.0 and 1.0. | 
| Spin friction multiplier | Determines how much friction is applied in the special case that the rigid body is spinning on a single point like a top. This value should be between 0.0 and 1.0, and it multiplies the ordinary friction coefficient. | 
| Rolling resistance | The internal force that is applied to counteract this rigid body's angular velocity. Good values for the rolling resistance usually lie between 0.0 and 0.1. | 
| Sleep Parameters | |
| Sleep box multiplier | Multiplies the size of the sleep boxes used to determine when a rigid body should go to sleep. Larger values increase the tendency for a rigid body to sleep, and smaller values cause a rigid body to stay awake longer. | 
| Rotational multiplier | An additional multiplier for the rotational sleep boxes that influences how quickly a rotating object falls asleep. | 
| Network Settings | |
| Snapshot period | The time between network snapshots for this rigid body. Larger values mean that the motion of the rigid body is predicted on client machines for a longer time before being corrected, but network traffic is also lowered. |