The InitialState node is used to store a snapshot of the geometry and transforms of objects contained in a Rigid Set. This information, along with the physics attribute settings, are passed to the solver to define the initial state of the simulation.
Using collision shapes based on primitives such as hulls, spheres, boxes, and cylinders simplifies the collision algorithms and creates a smoother, faster solve and are recommended. You can choose from the following shape types:
The Collision Shape Margin acts like a buffer around each collision shape.
Turning Collision Shape Margin on speeds the simulation up, as well as makes it more stable.
Notes on Collision Shape Margin Behavior:
The default setting for the Collision Shape Margin is 0.040, (equal to 4 centimeters), and any objects that touch will react the moment the solve is activated. If you use the Glue Shapes option, and your glued objects touch or intersect, set the Collision Shape Margin slider to 0.00 so you do not create an instant collision. Setting the Collision Shape Marginto 0.00 reduces the margin to nothing and the solver is aware that the pieces will automatically collide.
By default, Bullet uses a small collision margin for collision shapes to improve the performance and reliability of the collision detection. We recommend that you do not modify the default Collision Shape Margin of 0.040, as if you use a positive value, the zero margin might introduce problems.
Depending on which collision shapes you use, the collision margin has a different meaning. Generally, the Collision Shape Margin expands the object, creating a small gap. To compensate for this gap creation, some shapes subtract the margin from the object's actual size. For example, the Bullet Box collision shape subtracts the collision margin from the half extents, where the Sphere collision shape uses its entire radius as the collision margin so that no gap occurs. (There is no need to override the Collision Shape Margin for spheres and it is not recommended.)
For convex hulls, cylinders and cones, the margin is added to the extents of the object, so a gap occurs unless you adjust the graphics mesh or collision size.