Node reference

How to use Rigid Body System node in Oraphim

Use the Rigid Body System node in Oraphim. Learn its purpose, exact inputs, outputs, registered controls, example workflow, troubleshooting, and type ID motion.simulation.rigid_body.

Updated August 28, 2026

How to use Rigid Body System node in Oraphim

Type ID: motion.simulation.rigid_body
Category: Particles

What this node does

Runs the rigid body system stage in a procedural motion graph.

The current Oraphim runtime registers 6 sockets and 32 properties for this node. Its main registered inputs are Body Geometry, Collision Geometry, Collision Constraint; its main outputs are Rigid Bodies, Simulation, Metadata. The tables below are generated from the runtime registry rather than a handwritten approximation.

Inputs

Socket Key Type
Body Geometry in_geometry Geometry3D
Collision Geometry in_collision Geometry3D
Collision Constraint in_constraint Constraint

Outputs

Socket Key Type
Rigid Bodies out_geometry Geometry3D
Simulation out_simulation Simulation
Metadata out_metadata Metadata

Controls

Control Key Type Group Registry default
Body Source sourceMode String Source Connected Geometry
Body Mode bodyMode String Bodies Active
Fallback Width width Float Source 1.0
Fallback Height height Float Source 1.0
Fallback Depth depth Float Source 1.0
Start Time startTime Float Time 0.0
Time Scale timeScale Float Time 1.0
Quality quality String Solver Interactive
Substeps substeps Int Solver 2.0
Mass mass Float Bodies 1.0
Linear Damping linearDamping Float Bodies 0.019999999552965164
Angular Damping angularDamping Float Bodies 0.03999999910593033
Gravity X gravityX Float Forces 0.0
Gravity Y gravityY Float Forces -9.8100004196167
Gravity Z gravityZ Float Forces 0.0
Initial Velocity X velocityX Float Forces 0.0
Initial Velocity Y velocityY Float Forces 0.0
Initial Velocity Z velocityZ Float Forces 0.0
Velocity Randomness velocityRandomness Float Forces 0.0
Angular Velocity X angularVelocityX Float Forces 0.0
Angular Velocity Y angularVelocityY Float Forces 0.0
Angular Velocity Z angularVelocityZ Float Forces 0.0
Angular Randomness angularRandomness Float Forces 0.0
Seed seed Int Forces 1.0
Body Collisions bodyCollisions Bool Collision 1.0
Collision Radius Scale collisionRadiusScale Float Collision 1.0
Collision Friction collisionFriction Float Collision 0.25
Collision Bounce collisionBounce Float Collision 0.25
Floor floorEnabled Bool Collision 1.0
Floor Height floorHeight Float Collision -4.0
External Collision externalCollision Bool Collision 1.0
Cache Mode cacheMode String Cache Memory

How to use it

  1. Add Rigid Body System from node search. Use motion.simulation.rigid_body when you need the exact registry entry.
  2. Connect a compatible Geometry3D source to Body Geometry. Add the other inputs only when the operation needs them.
  3. Start with the registry defaults and adjust Body Source, Body Mode, Fallback Width first so you can see the node's effect in isolation.
  4. Route Rigid Bodies (Geometry3D) into a compatible downstream node, viewer, or output path.
  5. Preview a representative frame, change one input/control at a time, and save/reopen reusable graphs to verify persistence.

Practical example

Create a small test graph with Rigid Body System. Feed a compatible source into Body Geometry. Change Body Source away from its registry default and compare the result. Connect Rigid Bodies to a compatible downstream stage so the result is visible. Keeping this test graph small makes socket-type, context, and parameter mistakes easier to diagnose before the node is used in a production graph.

Troubleshooting

  • If a connection is rejected, compare the exact socket data types in the tables above; Oraphim graph connections are typed.
  • If the result looks unchanged, confirm this node is on the active path to the viewer/output and that the expected graph/resource is selected.
  • If a control is unavailable, check required inputs and whether the property belongs to an internal or mode-dependent group.
  • If a saved graph behaves differently later, reopen it and verify node identity, connections, and edited property values before rendering.

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