All objects in Blender with the "Dynamic" option set (see Settings for GameObjects) are evaluated using the physics laws as defined by the game engine and the user.
The key property for a dynamic object is its mass. Gravity, forces, and impulses (collision bounce) only work on objects with a mass. Also, only dynamic objects can experience drag, or velocity damping (a crude way to mimic air/water resistance).
![]() |
Note that for dynamic objects using dLoc and dRot may not have the desired result. Since the velocity of a dynamic object is controlled by the forces and impulses, any explicit change of position or orientation of an object may not correspond with the velocity. For dynamic objects it's better to use the linV and angV for explicitly defining the motion. |
As soon we have defined a mass for our dynamic object, it will be affected by gravity, causing it to fall until it hits another object with its bounding sphere. The size of the bounding-sphere can be changed with the "Size:" parameter in the RealtimeButtons. The gravity has a value of 9.81 by default: you can change this in the WorldButtons with the "Grav" slider. A gravity of zero is very useful for space games or simulations.
![]() |
Use the "Damp:" and "RotDamp:" settings to suggest the drag of air or other environments. Don't use it to simulate friction. Friction can be simulated by using the dynamic material settings. |
Dynamic objects can bounce for two reasons. Either you have Do Fh enabled and have too little damping, or you are using a Restitute value in the dynamic material properties that is too high.
![]() |
If you haven't defined a material, the default restitution is 1.0, which is the maximum value and will cause two objects without materials to bounce forever. |
In the first case, increasing the damping can decrease the amount of bounce. In the latter case define a material for at least one of the colliding objects, and set its Restitute value to a smaller value. The Restitute value determines the elasticity of the material. A value of zero denotes that the relative velocity between the colliding objects will be fully absorbed. A value of one denotes that the total momentum will be preserved after the collision.
Damping decreases the velocity in % per second. Damping is useful to achieve a maximum speed. The larger the speed the greater the absolute decrease of speed due to drag. The maximum speed is attained when the acceleration due to forces equals the deceleration due to drag. Damping is also useful for damping out unwanted oscillations due to springs.
Friction is a force tangent to the contact surface. The friction force has a maximum that is linear to the normal, i.e., the force that presses the objects against each other, (the weight of the object). The Friction value denotes the Coulomb friction coefficient, i.e. the ratio of the maximum friction force and the normal force. A larger Friction value will allow for a larger maximum friction. For a sliding object the friction force will always be the maximum friction force. For a stationary object the friction force will cancel out any tangent force that is less than the maximum friction. If the tangent force is larger than the maximum friction then the object will start sliding.
For some objects you need to have different friction in different directions. For instance a skateboard will experience relatively little friction when moving it forward and backward, but a lot of friction when moving it side to side. This is called anisotropic friction. Selecting the "Anisotropic" button in the RealTimeButtons (F8) will enable anisotropic friction. After selecting this button, three sliders will appear in which the relative coefficient for each of the local axes can be set. A relative coefficient of zero denotes that along the corresponding axis no friction is experienced. A relative coefficient of one denotes that the full friction applies along the corresponding axis.