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- Physics properties
- ==================
- Exporting physics properties is done by enabling "Rigid Body" in Blender's
- physics tab:
- .. image:: img/enable_physics.png
- .. important::
- By default, a single Blender object with rigid body enabled will export as
- three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance3D.
- Body type
- ---------
- Blender only has the concept of "Active" and "Passive" rigid bodies. These
- turn into Static and RigidBody nodes. To create a kinematic body, enable the
- "animated" checkbox on an "Active" body:
- .. image:: img/body_type.jpg
- Collision shapes
- ----------------
- Many of the parameters for collision shapes are missing from Blender, and many
- of the collision shapes are also not present. However, almost all of the
- options in Blender's rigid body collision and rigid body dynamics interfaces
- are supported:
- .. image:: img/collision_shapes.jpg
- There are the following caveats:
- - Not all of the collision shapes are supported. Only ``Mesh``, ``Convex
- Hull``, ``Capsule``, ``Sphere`` and ``Box`` are supported in both Blender and
- Godot
- - In Godot, you can have different collision groups and collision masks. In
- Blender you only have collision groups. As a result, the exported object's
- collision mask is equal to its collision group. Most of the time, this is
- what you want.
- .. important::
- To build compound physics shapes, parent together multiple objects with
- rigid body enabled. The physics properties are taken from the parent-most
- rigid body, and the rest are used as collision shapes.
- Collision geometry only
- -----------------------
- Frequently you want different geometry for your collision meshes and your
- graphical meshes, but by default, the exporter will export a mesh along with the
- collision shape. To only export the collision shape, set the object's maximum
- draw type to Wire:
- .. image:: img/col_only.png
- This will also influence how the object is shown in Blender's viewport.
- Most of the time, you want your collision geometry to be shown see-through when
- working on the models, so this works out fairly nicely.
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