Physics & Constraints

These puzzles are used to simulate physics behavior and restrict the movement of objects.

Contents

Puzzles Reference

create physics world

Initializes the physics engine using the specified gravity and frame-per-second parameters. The default gravity value of 9.8 corresponds to Earth surface conditions. Zero value means no gravity as in space. The higher fps value the better simulation quality at the expense of performance.

Under the hood, this puzzle also enables collision detection and automatic synchronization with graphics.

create physics body

Creates a physics body from a specified object, of dynamic, kinematic, static or ghost type. Assigns the collision shape and sets the mass for the body (valid for dynamic bodies only). Also works for a list of objects, a group (or a list of groups) or with the all objects puzzle.

Physics body types:

Physics body shapes:

For performance reasons, give priority to primitive physics shapes (boxes, spheres, capsules, cones and cylinders) over mesh shapes. Also, static meshes have much better performance than dynamic, kinematic and ghost.

remove physics body

Removes physics from a specified object by destroying the physics body associated with it. Also works for a list of objects, a group (or a list of groups) or with the all objects puzzle.

physics body params

Sets parameters for the physics body associated with a specified object. Also works for a list of objects, a group (or a list of groups) or with the all objects puzzle.

Parameters:

When two bodies collide, friction and restitution parameters of both of them are taken into consideration.

apply vector

Applies Force, Gravity, Linear Velocity, Angular Velocity, Impulse, Torque, Torque Impulse or Position to the physics body associated with a specified object, in a specified direction in world space. Also works for a list of objects, a group (or a list of groups) or with the all objects puzzle.

Parameters:

set body state

Change the state to the physics body associated with a specified object. Also works for a list of objects, a group (or a list of groups) or with the all objects puzzle.

Parameters:

on simulation tick

Trigger puzzles specified in the *do" slot just before or just after the physics simulation tick.

Physics simulation tick corresponds to the FPS value specified when creating physics world and does not coincide with rendering frame. As such, we recommend that you apply forces/velocities/impulses before simulation tick and detect collisions between your bodies after simulation tick. This way you can achieve more stable and realistic simulations.

snap body

Moves a physics body associated with a specified object, and the object itself, to the position of another object by copying its transform data. Also copies rotation. Does not work with lists, groups or the "all objects" puzzle.

Works similar to apply vector / Position puzzle.

detect collisions and collision info

Detects if there is a collision at the moment of a specified body with another body (or any body from a list or a group). If there is a collision, the puzzles in the "if touching do" slot are triggered, otherwise - in the "if not touching do".

The "detect collisions" puzzle triggers either of its callback slots every rendering frame.

The collision info puzzle outputs a dictionary with the following fields:

Constraints Puzzles

If an object is not parented to another object, the constraints will work in world space. Otherwise they will work in the parent object's space - you can select the parent object in 3ds Max or Blender to show up the coordinate axes.

limit transform

Creates a constraint to limit object position, rotation or scale along a selected axis. Constraint id should be unique, otherwise an existing constraint with the same id will be replaced. The min and max slots specify the range between which the movement is allowed.

copy transform

Creates a constraint to copy object position, rotation or scale from another object. Constraint id should be unique, otherwise an existing constraint with the same id will be replaced.

remove / mute / unmute constraint

Removes, mutes or unmutes a constraint assigned to a specified object. Other constraints assigned to this object (if any) will remain intact.

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