Rigid Body

강체

Simulates mass, collisions, and motion for objects that do not deform. Use Active for moving bodies and Passive for fixed surfaces.

Also known as: Rigid Body Physics강체 물리
···
bpy — this entry
# Active 강체가 중력으로 떨어져 Passive 바닥에 부딪히고 멈추는 프레임을 시뮬레이션한다.
reset('WORKBENCH')
camera((2.2, -6.2, 9.2), target=(0, 0, 1.4), lens=54)
floor()
scene = bpy.context.scene
scene.frame_start, scene.frame_end = 1, 48

bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0.08))   # 윗면이 무대 바닥(z=0)과 겹치면 줄무늬(z-fighting)가 생겨 바닥 위에 올린다
ground = bpy.context.object
ground.name = 'Passive floor'
ground.dimensions = (5.5, 4.0, 0.16)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
paint(ground, material('Floor slab', CLAY))
bpy.ops.rigidbody.object_add(type='PASSIVE')
ground.rigid_body.collision_shape = 'BOX'

bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=20, radius=0.48, location=(0, 0, 3.2))
ball = bpy.context.object
ball.name = 'Active ball'
bpy.ops.object.shade_smooth()
paint(ball, material('Ball', LIME))
bpy.ops.rigidbody.object_add(type='ACTIVE')
ball.rigid_body.mass = 1.0
ball.rigid_body.friction = 0.72
ball.rigid_body.restitution = 0.18

world = scene.rigidbody_world
world.point_cache.frame_start, world.point_cache.frame_end = 1, 48
world.substeps_per_frame = 60
world.solver_iterations = 20
frame(ground, ball, margin=1.5)

shots = {1: 'start', 8: 'fall', 18: 'impact', 42: 'rest'}
for frame_number in range(1, 43):
    scene.frame_set(frame_number)
    bpy.context.view_layer.update()
    if frame_number in shots:
        shoot(shots[frame_number])
Full script — runs as-is in Blender 5.1.1
# rigid-body — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python rigid-body.py -- <출력 폴더>
SLUG = 'rigid-body'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# Active 강체가 중력으로 떨어져 Passive 바닥에 부딪히고 멈추는 프레임을 시뮬레이션한다.
reset('WORKBENCH')
camera((2.2, -6.2, 9.2), target=(0, 0, 1.4), lens=54)
floor()
scene = bpy.context.scene
scene.frame_start, scene.frame_end = 1, 48

bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0.08))   # 윗면이 무대 바닥(z=0)과 겹치면 줄무늬(z-fighting)가 생겨 바닥 위에 올린다
ground = bpy.context.object
ground.name = 'Passive floor'
ground.dimensions = (5.5, 4.0, 0.16)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
paint(ground, material('Floor slab', CLAY))
bpy.ops.rigidbody.object_add(type='PASSIVE')
ground.rigid_body.collision_shape = 'BOX'

bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=20, radius=0.48, location=(0, 0, 3.2))
ball = bpy.context.object
ball.name = 'Active ball'
bpy.ops.object.shade_smooth()
paint(ball, material('Ball', LIME))
bpy.ops.rigidbody.object_add(type='ACTIVE')
ball.rigid_body.mass = 1.0
ball.rigid_body.friction = 0.72
ball.rigid_body.restitution = 0.18

world = scene.rigidbody_world
world.point_cache.frame_start, world.point_cache.frame_end = 1, 48
world.substeps_per_frame = 60
world.solver_iterations = 20
frame(ground, ball, margin=1.5)

shots = {1: 'start', 8: 'fall', 18: 'impact', 42: 'rest'}
for frame_number in range(1, 43):
    scene.frame_set(frame_number)
    bpy.context.view_layer.update()
    if frame_number in shots:
        shoot(shots[frame_number])

Rigid bodies behave like hard blocks being pushed or dropped: their shape stays fixed while position and rotation are simulated. Choose Object ▸ Rigid Body ▸ Add Active for a moving object and Add Passive for a floor or wall. Mass, Friction, and Collision Shape in Physics Properties affect motion and impact.

In Python, register objects with bpy.ops.rigidbody.object_add(type='ACTIVE') or 'PASSIVE', then set mass, friction, and collision_shape on object.rigid_body. The scene needs a RigidBodyWorld, and simulation results are stored in a frame cache. Fix the start frame and cache range to make repeated renders consistent.

If dynamic scaling is not needed, apply the object's scale with Ctrl+A ▸ Scale. Play the simulation in order from its start frame; the demo follows a rigid ball as it falls and comes to rest on the floor.

When to use

Use it for collisions and falls involving objects that do not deform, such as balls, blocks, or machine parts. Choose Soft Body for deforming objects and Cloth for fabric.

Open as page ↗

Suggest an entry

Tell us about a missing Blender term, tool or workflow. We read every suggestion.