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rigidBody([active=boolean], [angularVelocity=boolean], [applyForceAt=string], [bounciness=float], [cache=boolean], [centerOfMass=[float, float, float]], [collisions=boolean], [contactCount=boolean], [contactName=boolean], [contactPosition=boolean], [damping=float], [deleteCache=boolean], [dynamicFriction=float], [force=boolean], [ignore=boolean], [impulse=[float, float, float]], [impulsePosition=[float, float, float]], [initialAngularVelocity=[float, float, float]], [initialVelocity=[float, float, float]], [layer=int], [lockCenterOfMass=boolean], [mass=float], [name=string], [orientation=[float, float, float]], [particleCollision=boolean], [passive=boolean], [position=[float, float, float]], [solver=string], [spinImpulse=[float, float, float]], [standInObject=string], [staticFriction=float], [tesselationFactor=int], [velocity=boolean])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
rigidBody is undoable, queryable, and editable.
This command creates a rigid body from a polygonal or nurbs surface.
string | New rigid body name. |
In query mode, return type is based on queried flag.
air, constrain, drag, gravity, newton, radial, rigidSolver
active, angularVelocity, applyForceAt, bounciness, cache, centerOfMass, collisions, contactCount, contactName, contactPosition, damping, deleteCache, dynamicFriction, force, ignore, impulse, impulsePosition, initialAngularVelocity, initialVelocity, layer, lockCenterOfMass, mass, name, orientation, particleCollision, passive, position, solver, spinImpulse, standInObject, staticFriction, tesselationFactor, velocity
Long name (short name) |
Argument types |
Properties |
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active(act)
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boolean
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Creates a rigid body that is active. An active rigid body accepts and
causes collisions and is effected by dynamic fields. This is the
default.
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angularVelocity(av)
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boolean
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Current angular velocity of rigid body.
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applyForceAt(afa)
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string
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Determines how forces are applied to the rigid body.
The choices are centerOfMass | boundingBox | verticesOrCVs.
Default: boundingBox
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bounciness(b)
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float
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Sets the restitution (or bounciness) of the rigid body.
Range: 0.0 - 2.0
Default: 0.6
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cache(c)
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boolean
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Turns caching on (1) or off (0) for the rigid body.
Default: off
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centerOfMass(com)
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[float, float, float]
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Sets the center of mass (x,y,z) of the rigid body.
Default: actual center of mass.
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collisions(cl)
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boolean
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Truns collisions on/off for the rigid body. If the collisions
are turned of the rigid body will not collide with any other rigid body.
Default: on.
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contactCount(cc)
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boolean
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returns the current contact count for the rigid body.
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contactName(cn)
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boolean
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returns all the rigid body names which are in contact with this shape. One name
for each contact will be returned.
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contactPosition(cp)
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boolean
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returns all the contact position. One position for each contact
will be returned.
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damping(dp)
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float
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Sets the damping value of the rigid body.
Range: -2.0 - 2.0
Default: 0.0
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deleteCache(dc)
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boolean
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Deletes the cache (if one exists) of the rigid body.
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dynamicFriction(df)
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float
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Sets the dynamic friction for the rigid body.
Range: 0.0 - 1.0
Default: 0.2
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force(f)
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boolean
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Current force on the rigid body.
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ignore(ig)
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boolean
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Causes the rigid body to be ignored in the rigid solver.
Default: off
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impulse(i)
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[float, float, float]
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Applies an impulse (instantaneous) force on a rigid body.
Default: 0.0 0.0 0.0
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impulsePosition(imp)
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[float, float, float]
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The position at which the impulse is applied.
Default: the bodies center of mass.
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initialAngularVelocity(iav)
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[float, float, float]
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Sets the initial angular velocity of the rigid body.
Default: 0.0 0.0 0.0
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initialVelocity(iv)
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[float, float, float]
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Sets the initial velocity of the rigid body.
Default: 0.0 0.0 0.0
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layer(l)
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int
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Sets the collision layer of the rigid body. Only rigid bodies in the
same collision layer can collide with each other.
Range: >= 0
Default: 0.
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lockCenterOfMass(lcm)
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boolean
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Locks the center of mass for the rigid body.
Default: off
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mass(m)
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float
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Sets the mass of the rigid body.
Range: > 0
Default: 1.0
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name(n)
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string
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Assigns the rigid body the given name.
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orientation(o)
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[float, float, float]
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Sets the initial orientation (x,y,z) of the rigid body.
Default: current orientation.
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particleCollision(pc)
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boolean
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Turns the ability for a rigid body to collide with particles
on and off. The particles will exert a force on the rigid body.
Default: off
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passive(pas)
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boolean
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Creates a rigid body that is passive. A passive rigid body does not
react to collisions but active rigid bodies can collide with it.
Dynamic Fields will not effect a passive rigid body. Only passive
rigid bodies can be keyframed.
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position(p)
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[float, float, float]
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Sets the initial position (x,y,z) of the rigid body.
Default: current position.
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solver(slv)
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string
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The name of the solver which this rigid node is to resided. If the
solver does not exists then the rigid body will not be created. If the
edit flag is thrown add the solver exists, the rigid body will be moved
to that solver.
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spinImpulse(si)
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[float, float, float]
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Applies an spin impulse (instantaneous rotational) force on a rigid body.
Default: 0.0 0.0 0.0
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standInObject(sio)
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string
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Causes the simulator to use a stand in object for the simulation.
The choices are none | cube | sphere. The default is none.
Default: none
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staticFriction(sf)
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float
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Sets the static friction for the rigid body.
Range: 0.0 - 1.0
Default: 0.2
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tesselationFactor(tf)
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int
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Sets the tesselation factor for a rigid body surface.
Range: >= 10
Default: 200.
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velocity(vel)
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boolean
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Current velocity of rigid body.
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Flag can appear in Create mode of command
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Flag can appear in Edit mode of command
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Flag can appear in Query mode of command
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Flag can have multiple arguments, passed either as a tuple or a list.
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import maya.cmds as cmds
# Creates a rigid body with a initial velocity of 10 in the x
# direction, a bounciness of 0.5 and a static friction coefficent
# of 0.4.
#
cmds.rigidBody( n='myRigidBody', active=True, iv=(10, 0, 0), b=0.5, sf=0.4 )