(Everything slides on wet ice even sandpaper.) Once the two objects start sliding, the dynamic friction (see following) applies instead. If one rigid body has a static friction of 0.0, it doesn't matter how what the value of the other is. The effective static friction between two rigid bodies is the product of their static friction values.
A value of 0.0 indicates no friction (more slippery than Teflon) a value of 1.0 indicates full friction (rubber cement on sandpaper). The degree of difficulty for two rigid bodies to start sliding against one another. Changing this value automatically updates the density of the object, based on its volume. The weight of this rigid body, measured in kg (kilograms). Changing this value automatically calculates the correct mass for the object, based on its volume. This is one thousandth of the equivalent measurement in SI units: kg/mģ. The density of this rigid body, measured in g/cmģ (grams per cubic centimeter). To use the settings from a different rigid body in the scene, click and then select a rigid body in the scene.Īt the bottom of the list are commands to load and save a preset as a file and to create a new preset. (The mass of the rigid body is recalculated based on the value of the density and the volume of the object.) When a preset is chosen the settings are not editable, but when Preset is set to (None) you can edit the values freely. Override Physical Material checkbox is on show up in this list.Ĭhoose a preset from the list to specify all Physical Material properties. By default, all physical shapes use the common material setting labeled "(Object)". Use the drop-down list to choose the physical shape of the rigid body for which you are changing the material parameters. When on (the default), the rigid body collides with other rigid bodies in the scene. For example, to simulate a domino rally, start all of the dominos except the first in sleep mode.
This means that it will not move until struck by a non-sleeping rigid body. When on, the rigid body starts the simulation in sleep mode, using the High Velocity Collisions settings apply to the selected rigid body. Use High Velocity Collisions switch is on, the If the selected rigid body is baked, the button label is "Unbake" and clicking it removes the keyframes and restores the body to Dynamic status. To do so, simply set them all to Kinematic and turn on Until Frame, then select each one in turn and specify the frame at which it should start being subject to gravity and/or other forces.Ĭonverts the simulated motion of the rigid body to standard animation keyframes for rendering. For example, you might want to suspend several stationary bodies and then drop them at different times.
Tip: A rigid body need not be animated to take advantage of this feature.