Shelf tools
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Creates one or more rigid bodies from SOP geometry.
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Creates an RBD object from SOP geometry.
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Creates a number of rigid bodies from SOP geometry and glues them together.
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Creates a rigid body at each point of some source geometry, similarly to how the Copy SOP copies geometry onto points.
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Adds agent primitives to a Bullet simulation.
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Fills an object with spheres and uses the Bullet solver to drive them.
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Creates a number of rigid bodies from SOP geometry, which use proxy geometry composed of adaptively-sized spheres.
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Creates a number of RBD Objects from SOP Geometry. These individual RBD Objects are created from the geometry primitive groups.
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Automatically fractures an RBD object.
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Sets up an RBD object to store filtered impacts as sub-data. This tool has no visible effect in the viewport, it just sets up the nodes necessary to record the impact data.
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Emits particles from the edges and surfaces of separating fractured rigid bodies.
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Automatically freezes RBD Objects that have come to rest.
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Creates glue constraints between adjacent RBD objects.
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Constrains an object to a point in space using a pin-like connection.
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Constrains an object to remain a certain distance from the constraint, and limits the object’s rotation.
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Constrains an object to rotate and translate on a single axis, and limits the rotation and translation on that axis
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Constrains an object to a point in space using a hinge-like connection.
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Constrains an object to a point in space using a spring-like connection.
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Constrains the rotation an object so it does not rotate at all.
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Constrains the rotation of an object so it attempts to rotate naturally, but bounces back to its original rotation.
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Changes the parent of a constraint from a point in space to a goal object.