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, 2026How 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
- Add Rigid Body System from node search. Use
motion.simulation.rigid_bodywhen you need the exact registry entry. - Connect a compatible
Geometry3Dsource to Body Geometry. Add the other inputs only when the operation needs them. - Start with the registry defaults and adjust Body Source, Body Mode, Fallback Width first so you can see the node's effect in isolation.
- Route Rigid Bodies (
Geometry3D) into a compatible downstream node, viewer, or output path. - 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.
Related nodes
- Cloth System —
motion.simulation.cloth - Fluid System —
motion.simulation.fluid - Geometry Collider —
motion.simulation.collider - Simulation Cache —
motion.simulation.cache - Particle Solver —
motion.particles.solver
Return to the complete Oraphim node reference.