-
Collider Shape Type
- Lets you specify the type of object, or the mesh that to use to approximate the solve object. Select
Box,
Sphere,
Capsule,
Hull,
Plane,
Cylinder
,
Compound and
Auto-Compound.
Note: It is a good idea to match the shape of your object as closely as possible as the collision behavior is affected by this shape.
-
Auto Fit
- Activate
Auto Fit so that Maya computes the tightest length, radius, and extents when a rigid body is first created. The plane collider represents an infinite plane that passes through the position of the object's transform, and is oriented according to its rotation. It extends infinitely in the local X and Z directions.
Note: Click
Refit in the
Collider Properties section of the
Attribute Editor to perform a onetime auto-fit on the existing bullet object.
-
Axis
- Lets you set an axis for the collider shape approximation.
-
Hide Shape
- Activate Hide Shape to sSets the visibility of the rigid body shape to False, which helps reduce visual clutter and can help to improve Viewport redraw performance.
-
Length
- Lets you set the length of the cylindrical section of a capsule- or cylinder-shaped collider approximation.
-
Radius
- Lets you set the radius of a sphere or cylinder-shaped collider approximation, or the radius of the spherical caps of a capsule-shaped collider approximation.
-
Extents
- Sets the length of the sides of the collider shape approximation.
-
Body Type
- Lets you specify the rigid body type by selecting
Dynamic,
Static, or
Kinematic from the
Body Type menu. To create an Active Rigid Body, the default
Body Type setting is
Dynamic Rigid Body, and to create a Passive Rigid Body, the
Body Type is
Static Body.
See
Bullet Rigid Body Types for descriptions of the body types,
-
Body Type
- Lets you specify the rigid body type by selecting
Dynamic,
Static, or
Kinematic from the
Body Type menu. See
Bullet Rigid Body Types for descriptions of the body types,
-
Never Sleeps
- Activate this so that the dynamic rigid body always participates in the simulation. When this setting is disabled, the rigid body does not participate in the simulation if its linear velocity's magnitude is below 0.8 and angular velocity's magnitude is below 1.0. The velocity thresholds are currently not exposed for user control. The bullet object re-engages if it receives an impact. This is an optimization setting and can help to stop the lasting "simmering" motion of a bullet object.
-
Mass
- Setting
Mass to zero for a dynamic body effectively turns it into a kinematic rigid body. That is, the body stops moving due to forces in the physics simulation. This attribute can be animated, and can be useful to lock objects in place.
-
Linear Damping
- Use this setting to define the clamp value applied to the linear velocity when calculating rolling friction. Because the physical property does not model rolling friction, it uses a dampening system so that objects can come to rest.
For example, without a Damping setting, a rolling sphere rolls on forever. It is done by scaling linear velocities at each simulation step by dampening factor for all colliding objects.
A value of 1 retains actual velocity. Any value below one decreases velocity, while any value greater increases it.
-
Center of Mass
- Sets the center of mass for the object used as the rotational pivot.
Note: If you change the
Center of Mass attribute on an axis for any collider shape other than Hull, the Collider Shape primitive is transformed. To counteract this, add the opposite offset on the same axis in the
Collider Shape Offset attributes, under
Collider Properties, which you can accessed if you turn off
Auto Fit.
-
Collider Shape Offset
- Lets you reposition the collider shape, relative to the center of mass. If your object scales, the collider shape offset will be in non-scaled units. However, the center of mass (rotation pivot) Is scaled.
-
Angular Damping
- Use this setting to define the clamp value applied to the angular velocity when calculating rolling friction. Because the Physical property does not model rolling friction, it uses a dampening system so that objects can come to rest.
A value of 1 retains actual velocity. Any value below one decreases velocity, while any value greater increases it.
-
Friction
- Use the
Friction setting to set the surface resistance of an object.
-
Restitution
- Sets the speed at which the solve object returns to its original state.
-
Initially Sleeping
- Activate this so that the dynamic rigid body does not react until something collides with it.
-
Initial Velocity
- Change this setting to modify the linear movement of the object. Use this setting to define the clamp value applied to the rigid body's start velocity when calculating rolling friction.
-
Initial Angular Velocity
- Change this setting to set the initial angular velocity or spin on the object.
-
Impulse
- Sets the impulse force applied to the object applied at each frame.
-
Torque Impulse
- Sets the torque (rotational) impulse force applied to the object at a specified time.
-
Apply and Close/Apply/Close
- Sets the attributes in the window and closes it.