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 ``` ``` ```********** ``` ```Collisions ``` ```********** ``` ``` ``` ```.. reference:: ``` ``` ``` ``` :Panel: :menuselection:`Physics --> Rigid Body --> Collisions` ``` ``` ``` ```.. TODO2.8: ``` ``` .. figure:: /images/physics_rigid-body_properties_collisions_panel.png ``` ``` ``` ``` Rigid Body Collisions panel. ``` ``` ``` ```.. _bpy.types.RigidBodyObject.collision_shape: ``` ``` ``` ```Shape ``` ``` Determines the collision shape of the object; ``` ``` these can be broken into two categories: primitive shapes and mesh based shapes. ``` ``` ``` ``` Primitive shapes (*Box*, *Sphere*, *Capsule*, *Cylinder*, and *Cone*) ``` ``` are best in terms of memory and performance but do not ``` ``` necessarily reflect the actual shape of the object. ``` ``` They are calculated based on the object's bounding box. ``` ``` The center of gravity is always in the geometric center of the shape. ``` ``` Primitive shapes can be shown in the 3D Viewport by enabling :ref:`Bounds `. ``` ``` ``` ``` Mesh based shapes (*Convex Hull* and *Mesh*) are calculated based on the geometry of the object ``` ``` so they are a better representation of the object. ``` ``` The center of gravity for these shapes is the object origin. ``` ``` ``` ``` :Box: ``` ``` Box-like shapes (e.g. cubes), including planes (e.g. ground planes). ``` ``` The size per axis is calculated from the bounding box. ``` ``` :Sphere: ``` ``` Sphere-like shapes. The radius is the largest axis of the bounding box. ``` ``` :Capsule: ``` ``` This points up the Z axis. ``` ``` :Cylinder: ``` ``` This points up the Z axis. ``` ``` The height is taken from the Z axis, while the radius is the larger of the X or Y axes. ``` ``` :Cone: ``` ``` This points up the Z axis. ``` ``` The height is taken from the Z axis, while the radius is the larger of the X or Y axes. ``` ``` :Convex Hull: ``` ``` A mesh-like surface encompassing (e.g. shrink-wrapped over) all vertices (best results with fewer vertices). ``` ``` A convex approximation of the object, which has good performance and stability. ``` ``` :Mesh: ``` ``` :term:`Mesh` consisting of triangles only, allowing for more detailed interactions than convex hulls. ``` ``` Allows simulating concave objects, but is rather slow and unstable. ``` ``` :Compound Parent: ``` ``` Takes the collision shapes from the object's :doc:`children ` ``` ``` and combines them. This makes it possible to create concave shapes from primitive shapes. ``` ``` This usually results in a faster simulation than the *Mesh* collision shape ``` ``` while also being generally more stable. ``` ``` ``` ```.. _bpy.types.RigidBodyObject.mesh_source: ``` ``` ``` ```Source ``` ``` Source of the mesh used to create the collision shape. ``` ``` ``` ``` :Base: ``` ``` The base mesh of the object. ``` ``` :Deform: ``` ``` Includes any deformations added to the mesh (shape keys, deform modifiers). ``` ``` :Final: ``` ``` Includes all deformations and modifiers. ``` ``` ``` ```.. _bpy.types.RigidBodyObject.use_deform: ``` ``` ``` ```Deforming ``` ``` Mesh shapes can deform during simulation. ``` ``` ``` ``` ``` ```Surface Response ``` ```================ ``` ``` ``` ```.. _bpy.types.RigidBodyObject.friction: ``` ``` ``` ```Friction ``` ``` Resistance of object to movement. Specifies how much velocity is lost when objects collide with each other. ``` ``` ``` ```.. _bpy.types.RigidBodyObject.restitution: ``` ``` ``` ```Bounciness ``` ``` Tendency of object to bounce after colliding with another (0 to 1) (rigid to perfectly elastic). ``` ``` Specifies how much objects can bounce after collisions. ``` ``` ``` ``` ``` ```Sensitivity ``` ```=========== ``` ``` ``` ```The collision margin is used to improve the performance and stability of rigid bodies. ``` ```Depending on the shape, it behaves differently: some shapes embed it, ``` ```while others have a visible gap around them. ``` ``` ``` ```The margin is *embedded* for these shapes: ``` ``` ``` ```- Sphere ``` ```- Box ``` ```- Capsule ``` ```- Cylinder ``` ```- Convex Hull: Only allows for uniform scale when embedded. ``` ``` ``` ```The margin is *not embedded* for these shapes: ``` ``` ``` ```- Cone ``` ```- Active Triangle Mesh ``` ```- Passive Triangle Mesh: Can be set to 0 most of the time. ``` ``` ``` ```.. _bpy.types.RigidBodyObject.collision_margin: ``` ``` ``` ```Margin ``` ``` Threshold of distance near the surface where collisions are still considered (best results when nonzero). ``` ``` ``` ``` ``` ```.. _bpy.types.RigidBodyObject.collision_collections: ``` ``` ``` ```Collections ``` ```=========== ``` ``` ``` ```Allows rigid body collisions allocate on different groups (maximum 20). ```