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Physical Objects Creation

Flow Graph EditorManual / Content Creation / Physical Objects CreationParticle System Editor

Physical Objects Creation

NeoAxis Engine comes with a rich set of tools for working with body physics.

Display physical objects

Physical objects are not displayed in the editor by default. In order to enable visualization, one needs to go to Scene Editor tab in Ribbon, and press Development Data, turn on Physical Objects checkbox.

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Rigid Body

For a nice overview of rigid bodies and constraints one can take a look at 'Physics rigid body.scene' file, which can be found at 'Assets\Samples\Starter Content\Scenes'.

In order to run simulation, one should press Play button in Ribbon or in Quick Access Toolbar.


One can create Rigid Body by picking required figure, and dropping in the scene.

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Also, body settings can be modified. For example one can made body dynamical.

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In addition to simple bodies, one can create complex rigid bodies. That can be achieved via placing additional shapes to the body.

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Name Description
Motion Type The type of motion used.
Mass The mass of the rigidbody.
Enable Gravity Whether the rigidbody is affected by the gravity.
Linear Damping The linear reduction of velocity over time.
Angular Damping The angular reduction of velocity over time.
Material The physical material used by the rigidbody.
Material Friction Mode The type of friction applied on the rigidbody.
Material Friction The amount of friction applied on the rigidbody.
Material Anisotropic Friction The amount of directional friction applied on the rigidbody.
Material Spinning Friction The amount of friction applied when rigidbody is spinning.
Material Rolling Friction The amount of friction applied when rigidbody is rolling.
Material Restitution The ratio of the final to initial relative velocity of the rigidoby after collision.
CCD Whether the rigidbody is using continious collision detection.
Ccd Motion Threshold The motion treshold below which the continuous collision detection will not update.
Ccd Swept Sphere Radius Factor The swept sphere radius of continious collision detection.
Center Of Mass Manual Whether the rigidbody is using manual center of mass.
Center Of Mass Position The position of center of mass.
Inertia Tensor Factor The moment of inertia.
Linear Sleeping Threshold The linear velocity treshold below which the body will stop movement.
Angular Sleeping Threshold The angular velocity treshold below which the body will stop rotating.
Collision Group The collision filtering group.
Collision Mask The collision filtering mask.
Linear Velocity The initial linear velocity of the body.
Angular Velocity The initial angular velocity of the body.
Add Collision

Another way to create rigid body is to press Add Collision button in Ribbon or via context menu. This works best when one need to add physical body to existing object in the scene.

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One can see that body now has nested object Collision Body, which could be tuned.

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To create Constraint one needs to select two bodies, and click Add Constraint in context menu.


Select constraint type in the appeared window.


After creation, constraint can be moved to desired place, its settings can be adjusted.

Name Description
Body A The first physical body used.
Body B The second physical body used.
Collisions Between Linked Bodies Whether the collision detection is enabled between the linked physical bodies.
Breaking Impulse Threshold Threshold braking.
Override Number Solver Iterations Overrides solver processes number on every physics frame.
Linear Axis X Linear X-axis constraint mode.
Linear Axis Y Linear Y-axis constraint mode.
Linear Axis Z Linear Z-axis constraint mode.
Angular Axis X Angular X-axis constraint mode.
Angular Axis Y Angular Y-axis constraint mode.
Angular Axis Z Angular Z-axis constraint mode.
Soft Body

Soft Body is a body that can be deformed.

For an overview of soft bodies, one can take a look at "Physics soft body.scene" file, which can be found at Assets\Samples\Starter Content\Scenes.


To create a soft body, one needs to create Soft Body object.

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Then, one should set Mesh property.

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Result in the player:

Physical Material

Physical Material used to adjust physical body parameters during collision with other bodies. Generally, these parameters can be set in the physical body parameters. These parameters can be wrapped in a separate object, and assigned to several bodies. Material can be assigned via Material setting. At the moment, only rigid bodies are supported; soft bodies are not supported.


Sensor used to tune up event firing when bodies get into specific area.

For a nice overview of sensors one can take a look at 'Sensors.scene' file, which can be found at 'Assets\Samples\Starter Content\Scenes'.

See also
Flow Graph EditorParticle System Editor