_images/carbon_body.png

Carbon Body

Type

_images/carbon_body.png

Collision node.

Description

This node defines a Body simulation object.

Bodies are collision objects that require an Actuator, i.e. Carbon Actor or Carbon Rigid, and a Carbon Shape.

Actor Bodies behave similarly to Carbon Collider nodes, but their mesh positions cannot be animated individually.

Rigid Bodies represent non-deformable dynamic objects, like links of chains.

_images/carbon_body.png

A Carbon Body.

See also

User Guide: Actor, Rigid, Shape, Body, Soft

Excerpt:

The Carbon Body is a node associating a collision Carbon Shape with a Carbon Rigid or an Carbon Actor and providing the physical attributes needed in contact constraints generation.

A Carbon Body is required to visualise a Carbon Shape’s geometry with the fatness applied, using Carbon Physics Draw. The Carbon Body provides a local transform between the Carbon Rigid and the Carbon Shape, allowing the Carbon Shape to follow the Carbon Rigid. The Carbon Body also provides information about friction and restitution material properties. Carbon Body collision can be filtered.

So a Carbon Body attaches a Shape to an Actuator, i.e.

Besides Friction/Restitution and Aerodynamics, the Carbon Body also has Reference parameters, which control the relative position and orientation or the Carbon Rigid / Carbon Actor to the Carbon Shape.

This can be used for example to change where the center of mass is in a “Rigid Body”, as demonstrated in the Barrel Center Of Mass example in the Examples & All Downloads section of the documentation.

Please refer to the Examples & All Downloads page for further examples of how a Carbon Body can be used, for example in the following scenes: Rigid Body, Actor & Rigid Welding, Chain, etc.

Inputs

Input #1 - Nodes Input

Incoming Object and Constraint Data.

Parameters

Carbon Node Name carbonNodeName

The name of the Carbon node that will be spawned internally. This name can be different from the UI node, and will be used for filters.

Activation activation

Enable this object. Use 0 to disable, any other value to enable.

Actuator objectA

Object A’s Carbon Node Name. Can be a Carbon Actor or Carbon Rigid.

Shape objectB

Object B’s Carbon Node Name. Must be a Carbon Shape.

Filtering Gap filteringGap

Collision filtering gap. Inactive when set to 0.

The collision filtering allows weakening of the collisions to avoid layers of cloths getting pinched between bodies or between bodies and colliders.

The gap value specifies the distance threshold between the bodies/colliders which interpenetrations need to be detected.

Note

  • The gap doesn’t include the outer fatness of the body’s Carbon Shape, it works in addition to it.
  • This parameter is only available for Actor Bodies, not for Rigid Bodies.

Create Output Geometry createOutputGeometry

Enable to create Body output geometry, i.e copy the Shape geometry into this Body.


Reference

Actuator

Position parentPositionx parentPositiony parentPositionz

Body Actuator reference position.

Rotation parentRotationx parentRotationy parentRotationz

Body Actuator reference rotation.

Shape

Position childPositionx childPositiony childPositionz

Body Shape reference position.

Rotation childRotationx childRotationy childRotationz

Body Shape reference rotation.


Collision Material

Animated materialAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Static Friction staticFriction

Body’s static friction, greater than or equal to 0 and greater than or equal to dynamic friction.

See also

Friction

Dynamic Friction dynamicFriction

Body’s dynamic friction, greater than or equal to 0 and smaller than or equal to static friction.

See also

Friction

Restitution restitution

Body’s restitution, between 0 and 1. Used during rigid body collisions where the resulting collision energy is modulated by the product of each object’s restitution.


Aerodynamics

Animated aerodynamicsAnimated

Enable animated parameters for this section by evaluating and updating the values at every frame.

Note

It’s good practice to leave this toggled off when not using animated parameters because it impacts performance.

Form Drag formDrag

Aerodynamics form drag. Shapes with a large apparent cross section exposed to the air flow and with a high form drag coefficient will receive more drag than thinner ones.

Warning

Explicit force, so high values can produce instability.

See also

Aerodynamics

Skin Drag skinDrag

Aerodynamics skin drag. Friction of the skin against the air flow. Usually much smaller, and never bigger than form drag.

Warning

Explicit force, so high values can produce instability.

See also

Aerodynamics

Lift lift

Aerodynamics lift. Lift force coefficient.

Warning

Explicit force, so high values can produce instability.

See also

Aerodynamics


Physics Draw

Physics Draw physicsDraw

This dropdown menu provides different drawing options.

See also

Physics Draw

Use Color useColor

Tick to enable custom color for the Physics Draw.

Color colorr colorg colorb

Custom color for the Physics Draw.