– (Velocity) Angular Specifies the angular deactivation velocity below which the rigid body is deactivated and simulation stops simulating object.
– In the box you can read m/s (2.8 RC1) but it’s probably an error as m/s doesn’t make sense speaking about angular velocity, it should be rad/s
– In this example there is some friction between the gear an the hinge so the motion is slowing down.
– The gear suddenly stops as its angular velocity reaches the value set ( 2 and 5 in this example).
– You can see how the bigger this value the sooner the rigid body stops its motion.
– Using this parameter you can set the amount of linear velocity that is lost over time.
– In this example there is no friction between the ground and the cube.
– The initial velocity of the cube is 1 m/s (set using Ipo).
– The lost of linear velocity is due only to the Damping Translation factor:
– Using this parameter you can set the amount of angular velocity that is lost over time.
– In this example there is no friction between the hinge and the gear so the lost of angular velocity is due only to the (Damping) Rotation factor:
– In the Collection Tab you can group objects. To make an object part of a Collection you can simply select it and then click on one of the 20 cells. In this picture you can see the 2nd cell selected:
– These collections are not the Scene Collections you can see in the Outliner!
– A rigid body interacts only with other rigid bodies sharing the same collection.
– Example 1: all rigid bodies belong to the same collection so they fully interact each others.
– Example 2: the blue objects belong to the 1st collection and the green ones to the 2nd collection. Note how the blue cube and sphere ( 1st collection) pass through the green board (2nd collection).
– Margin sets the threshold of distance near the surface of the rigid bodies.
– Mesh, Cone, Convex Hull and Cylinder shapes have a visible gap around them.
– Capsule, Sphere and Box shapes embed the collision margins.
– In this example see how different values for Margin affect a simulation:
– In this example a one Blender Unit square is rendered behind the sphere (1 BU = 1 m):
– Bounciness specifies how much objects can bounce after collisions.
– Bounciness = 0 : Body with elasticity.
– Bounciness = 1 : Body perfectly elastic.
– In this example see how two different values of Bounciness applied to a sphere affect a simulation: