This is the actual collider
Not a stand-in. Every triangle below ships inside the
.usdz — it is the geometry PhysX collides against.
Pick an asset, drag to orbit, then push it and see whether it slides or
goes over.
loading colliders…
Collider view
Explode
Drop the mattress
Drop test
Push it
In the file
Mass—
Footprint—
Height—
Convex hulls—
Triangles shown—
Up axis / unitsZ / metres
Drop test — published conditions
Settle—
Final tilt—
Contacts—
Uprightyes
Why colliders and not a pretty render. A render tells you nothing about
whether the physics is any good. Most marketplace assets hide a bounding box
behind a nice texture, and your robot then collides with a shape the object
does not have. Every hull you can see here was produced by convex
decomposition of the real mesh — — of them on this
asset — and they are what ships.
Honest labelling. The drop animation is a visual replay for scale and
proportion. The numbers in the drop-test panel come from
harness/03_droptest.py running pybullet at 240 Hz, included in
every download so you can re-run them. The slide-and-tip figures are statics
you can check by hand: F_slide = µ·m·g and
F_tip = m·g·(b/2)/h, with the centre of mass assumed
at the geometric centre.
Simulated results for synthetic assets. Not laboratory tests and not
certifications. Mass values are declared specifications assigned during
authoring, not measurements of a physical object. 3DS Bull is not a testing
laboratory.