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Note: This is an archived version of the Blender Developer Wiki. The current and active wiki is available on wiki.blender.org.

Custom center of mass

Primitive shapes aren't generated around the origin of the object any more. Just like with convex hull and mesh shapes, the origin is the center of mass now.

Mesh source

Users can now specify the mesh source for mesh bases collision shapes. The options are: Base: The base mesh of the object. Deform: Icludes any deformations added to the mesh (shape keys, deform modifiers). Final: Includes all modifiers.

Ddeforming rigid bodies

When using the "Deform" mesh source, mesh shapes can deform during the simulation. Check the "Deforming" checkbox to enable it.

Compound Shapes

Several rigid bodies can be combined into one by using compound shapes. By combining convex rigid bodies one can create more stable and fast concave rigid bodies. Compound shapes are created using the parenting system. Rigid bodies that are parented to each other behave like one object.
At the moment only one level of parenting is taken into accound, also the compound shape uses the center of mass and properties of the parent. This will likely change in the future.

Convex decomposition

To improve stability and performance of concave shapes one can use the "Approx" collision shape. It approximates concave shapes by breaking them up into smaller convex parts internally.
Note: Right now this is still experimental.

Activation System

The activation system has been improved.
Rigid bodies that start deactivated can now be activated in several different ways:

  • Collision: Body is activated on collision with any other rigid body (similar to how acivation worked previously, only more accurate).
  • Trigger: Body is only activated on collision with trigger objects.
  • Time: Body is activated after a specified ammount of time.

Trigger and ghost objects

Rigid bodies can now be marked as triggers and ghosts. They have special meaning for object activation.

  • Trigger: Can activate rigid bodies that use the "Trigger" activation type.
  • Ghost: Doesn't respond to collisions but can be used to activate other rigid bodies.


Video demonstration of the new featues: