--- title: "Parameters" url: "https://help.maxon.net/c4d/en-us/Content/html/GVDYNBODY-ID_GVPORTS.html" section_path: "Bullet > Dynamics Nodes > Dynamics Body State > Output Ports" element_id: "GVDYNBODY" group_id: "ID_GVPORTS" description: "The Dynamics effect can be triggered by By XPresso using its new Trigger Node when the boolean value True is used." --- ## Parameters ### On Parameter ID: `DYNAMICS_BODY_NODE_INPUT_ON` Enables or disables the Node's effect. ### Trigger Parameter ID: `DYNAMICS_BODY_NODE_INPUT_TRIGGER` The Dynamics effect can be triggered by By XPresso using its new [Trigger](https://help.maxon.net/c4d/en-us/Content/html/DYNRIGIDBODYTAG-RIGID_BODY_GROUP_DYNAMICS.html.md) Node when the boolean value True is used. ### Object Parameter ID: `DYNAMICS_BODY_NODE_INPUT_OBJECT` ### Object Index Parameter ID: `DYNAMICS_BODY_NODE_INPUT_INDEX` · Range: [0..2147483647] If, for example, you place a clone-generating object into this field you can access each clone/object individually based on their internal numbering. ### Point Index Parameter ID: `DYNAMICS_BODY_NODE_INPUT_POINT_INDEX` · Range: [0..2147483647] Enter the **Point Index** of the object (should not be a Cloner object) in the **Object** field. The **Point Index** displays the point at which force or speed are exerted, as the Point of Application/Local Point of Application Ports would also do. ### Mass Parameter ID: `DYNAMICS_BODY_NODE_INPUT_MASS` · Range: [-∞..+∞] If, for example, you place a clone-generating object into the **Object** field (where a single Dynamics Body tag can generate numerous dynamic objects) you can, also in conjunction with **Object Index**, define an individual mass for each object. ### Dynamic Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_DYNAMIC` This outputs a boolean value when a given object is controlled by Dynamics. An object not yet affected (see [Trigger](https://help.maxon.net/c4d/en-us/Content/html/DYNRIGIDBODYTAG-RIGID_BODY_GROUP_DYNAMICS.html.md)) is output with 0. ### Position Parameter ID: `DYNAMICS_BODY_NODE_INPUT_POSITION` · Range: [XYZ ] Lets you set the object to a fixed position from which the object will not move as long as the Node is in effect. See also **Global Matrix**. ### Local Position Parameter ID: `DYNAMICS_BODY_NODE_INPUT_LOCAL_POSITION` · Range: [XYZ ] This Input Port is designed for use with Soft Bodies. With it you can define a local position for the **Point Index** Input Port's object point (from the Soft Body's origin). ### Rotation Parameter ID: `DYNAMICS_BODY_NODE_INPUT_ROTATION` · Range: [XYZ ] Lets you set the object to a fixed angle. ### Global Matrix Parameter ID: `DYNAMICS_BODY_NODE_INPUT_MATRIX` If you place an object into this field it will jump to this point/angle. As long as the Node is active the object will not be moved by Dynamics. This is a very practical function that lets you keep objects in place during an animation despite the effects of Dynamics. ### Linear Velocity Parameter ID: `DYNAMICS_BODY_NODE_INPUT_LINEAR_VELOCITY` · Range: [XYZ ] Defines a linear velocity to which the object will try to adhere (by internally applying very high forces). ### Angular Velocity Parameter ID: `DYNAMICS_BODY_NODE_INPUT_ANGULAR_VELOCITY` · Range: [XYZ ] Defines the angular velocity to which the object will try to adhere (by internally applying very high torque). ### Add Linear Acceleration Parameter ID: `DYNAMICS_BODY_NODE_INPUT_ADD_LINEAR_ACCELERATION` · Range: [XYZ ] In principle the same as **Add Force** only that the mass is not taken into consideration. Light and heavy objects are accelerated equally. ### Add Angular Acceleration Parameter ID: `DYNAMICS_BODY_NODE_INPUT_ADD_ANGULAR_ACCELERATION` · Range: [XYZ ] ### Add Force Parameter ID: `DYNAMICS_BODY_NODE_INPUT_ADD_FORCE` · Range: [XYZ ] Adds a force. The location at which it is added can be defined using the following Input Ports: - Point of Application - Local Point of Application - Point Index ### Add Torque Parameter ID: `DYNAMICS_BODY_NODE_INPUT_ADD_TORQUE` · Range: [XYZ ] This is where you add torque. ### Point of Application Parameter ID: `DYNAMICS_BODY_NODE_INPUT_POINT_OF_APPLICATION` · Range: [XYZ ] ### Local Point of Application Parameter ID: `DYNAMICS_BODY_NODE_INPUT_LOCAL_POINT_OF_APPLICATION` · Range: [XYZ ] If you assign forces or velocity to an object the Point of Application is an important aspect because of the resulting torque if the Point of Application does not lie at the center of mass. With this Node you can define the point at which force or velocity is applied to an object, in either global or local coordinates. # Output Ports A wide variety of values can be output using these ports, e.g., for controlling effects. ### Count Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_COUNT` · Range: [-2147483648..2147483647] If **Object** is empty and not connected to an Input Port, the total number of objects affected by Dynamics is displayed here. ### Object Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_OBJECT` ### Object Index Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_INDEX` · Range: [-2147483648..2147483647] Processes the current object or **Object Index**. ### Tag Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_TAG` Processes the Dynamics Body tag of the selected object. ### Mass Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_MASS` · Range: [-∞..+∞] This Output Port provides the total object mass or the individual point mass on a Soft Body. ### Position Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_POSITION` · Range: [XYZ ] ### Rotation Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_ROTATION` · Range: [XYZ ] Provides position and rotation information. ### Local Position Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_LOCAL_POSITION` · Range: [XYZ ] The local point position (those points defined by the **Point Index** Input Port) for Soft Bodies can be output. ### Global Matrix Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_MATRIX` outputs the object's global matrix (contains position, rotation and size data). Alternatively you can use the **Position** and **Rotation** ports directly, if necessary. ### Linear Velocity Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_LINEAR_VELOCITY` · Range: [XYZ ] ### Angular Velocity Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_ANGULAR_VELOCITY` · Range: [XYZ ] Outputs an object's linear/angular velocity. ### Linear Acceleration Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_LINEAR_ACCELERATION` · Range: [XYZ ] ### Angular Acceleration Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_ANGULAR_ACCELERATION` · Range: [XYZ ] Outputs the linear/angular acceleration. If an object collides, very high acceleration will be generated. ### Force Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_FORCE` · Range: [XYZ ] Outputs the force being exerted onto an object. If, for example, you let a cube fall, this value represents the downward force on the cube. If the cube collides with other objects, very strong forces will be generated. ### Torque Parameter ID: `DYNAMICS_BODY_NODE_OUTPUT_TORQUE` · Range: [XYZ ] Outputs the torque being applied to the object. This can be torque resulting from Motors, collisions or whatever else affects the rotation of the object.