Bounding of Collision Shapes
The Bounding Parameters of a physics object is a defined area outside of the object that determines where other physics-enabled objects collide. The bounding shape can be either default or customized. The more complex your bounding mesh is, the more system resources it will require to simulate.
Bounding and Collision
After you assign a bounding type to a rigid body, the range for collision will be defined. The collision does not necessarily happen according to the shape of the rigid body, but to the shape of the bounding mesh instead. The basic bound types are Box, Sphere and Capsule (character's collision shapes); and the complicated types are Convex Hull and Self Mesh (props from iClone).
A diamond is assigned with a Box bound. |
The physics balls collide against the bounding shape instead of the skin of the diamond. |
Collision Margin
Collision Margin is the reaction range from the surface of a rigid body during collision. The higher the value, the farther away the rigid body will be from other physics object when a collision is initiated. This is useful especially when the sharp edges of colliding objects intersect unintentionally.
Collision Margin = 0.01 |
The sharp edges of the model contact (or occasionally penetrate) the falling rigid one. |
Collision Margin = 1.00 |
The falling rigid body is deflected to the larger collision margin value. |