PhysX Switch operator

The PhysX Switch operator gives you control over how PhysX rigidbodies will be treated by the PhysX solver.


Switch

  • Dynamic (Activate): particle PhysX shapes will be treated as dynamic rigidbodies. Affected rigidbodies will be activated.

  • Dynamic (Sleep): particle PhysX shapes will be treated as dynamic rigidbodies. Affected rigidbodies will be put to sleep.

  • Dynamic (Wake): particle PhysX shapes will be treated as dynamic rigidbodies. Affected rigidbodies will be awoken.

  • Kinematic: particle PhysX shapes will be treated as kinematic rigidbodies.

  • Trigger: particle PhysX shapes will be treated as trigger rigidbodies.

  • Deactivate: particle PhysX shapes will be deactivated.

Dynamic rigidbodies are directly affected by the PhysX solver. Collisions will cause them to move/rotate in response.

Kinematic rigidbodies are not directly affected by the PhysX solver. Dynamic rigidbodies will collide with them, but they themselves will not move in response.

Trigger rigidbodies are not directly affected by the PhysX solver. Dynamic rigidbodies will register collision points with triggers rigidbodies, but dynamic rigidbodies with a matching trigger simulation group will not be affected by those collisions.

Deactivated rigidbodies are not processed by the PhysX solver at all.

Triggers can be use to trigger PhysX Collision operator test conditions, without causing an actual rigidbody collision response.

Dynamic activation

  • Switch on bind overstretch: causes particles to activate only if attached PhysX bindings stretch past a certain point.

  • Stretch %: the threshold stretch percentage that will cause attached particles to activate.

  • Any: activates particles if any of their PhysX bindings stretch past the stretch threshold.

  • All: only activates particles if all of their PhysX bindings stretch past the stretch threshold.

Trigger

  • Simulation groups: controls which particle simulation groups will be treated as triggers.