Short explanation of what a 3D Physics Engine is and what it can do in Kinetic.

Warning : create only one node per project. Unstable if several nodes are created.

All nodes and subnodes (and instances) must have scale at 1/1/1.

Setting the P offset for where the force applies must be done with rotation at 0/0/0 so you see the true orientation of the body.

Using the Validate button everytime you change something

Disable the bodies to modify its parameters.

Preview the scene.

Add a mesh emitter to your scene and drag & drop the instance into the graph.

Link the debug output to the mesh emitter.

Assign a PBR material to the mesh emitter for a better render in the 3D view.

Accessible from Node in the graph.


Snippet for documenting the Bodies tab

Linking to bodies

The target 3D Scene must be set in the General tab.

Name your body with the exact same name as the node you would like to link it to. First node found with the same name will attach to the body.

Applying external forces.

To apply forces to a body :

Add to the 3D Physics Engine’s input pin Array and target a body with a property called Name and fill it with the name of the Body you would like to apply a force to.

Add the inputs :
FAx, FAy, FAz apply object-oriented forces
Fx, Fy, Fz apply world wide oriented forces
Vx, Vy, Vz gives a constant speed before application of 3D engine physics and ignores all other physics applied (overrides 3D physics engine).

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