# TwoDPhysics Addon For Blender 2.80

**TwoDPhysics** is a *2D rigid body simulation* add-on for Blender 2.80. Since Blender 2.8, it is now possible to create a fully fledged 2D animation in Blender using grease pencil or other means. And there isn't a dedicated 2D rigid body physics engine for Blender so far. The existing physics engine is dedicated for 3D simulations and it requires all kinds of circus to create a 2D simulation using it. So here's the answer to that. Currently it is available for both **Windows** and **Linux**.

**Rigid Bodies Supported **: STATIC, DYNAMIC, KINEMATIC

**Constraints Supported** : Pin Joint, Slide Joint, Pivot Joint, Groove Joint, Damped Spring, Damped Rotary Spring, Rotary Limit Joint, Ratchet Joint, Gear Joint, Simple Motor

**Enable Visualisation** : Show collision shapes for the selected object.

**World Collection** : The collection containing world objects.

**Gravity** : Global gravity applied to the space.

**Iterations** : Iterations allow you to control the accuracy of the solver.

**Steps per second **: No of steps to simulate in a second, higher is better but slower.

**Collision Bias** : Determines how fast overlapping shapes are pushed apart. To improve stability, set this as high as you can without noticeable overlapping.

**Collision Persistence** : The number of frames the space keeps collision solutions around for. Helps prevent jittering contacts from getting worse. This defaults to 3.

**Collision Slop** : Amount of overlap between shapes that is allowed.

**Damping** : Amount of simple damping to apply to the space.

**Start Frame** : Start frame of simulation.

**End Frame **: End frame of simulation.

**Bake Physics** : Bake physics to keyframes.

**Clear Bake** : Clear baked keyframes.

**Mass** : Mass of the shape

**Moment of Inertia** : Moment of inertia of the body.

**Animated** : Rigidbody is animated. i.e. take locations from the animation.

**Velocity** : The velocity of the body.

**Angular** **Velocity**: The angular velocity of the body in radians per second.

**Calculate** **moment** : From Shape will calculate the moment from all the shapes. From Body will calculate it manually from the values given.

**Collision** **Shape** : Circle, Poly, Segment (Line)

**Density** : The density of this shape.

**Elasticity** : Elasticity of the shape.

**Start** **Point** : The first endpoint of the segment.

**End** **Point** : The second endpoint of the segment.

**Friction** : Friction coefficient.

**Surface** **Velocity** : The surface velocity of the object. This value is only used when calculating friction, not resolving the collision.

**Shape from Curve** : Get collision shape from curve.

**Convex Hull : **Calculate the collision shape from convex hull.

**Type** : Constraint Type.

**First Object **: The first of the two bodies constrained

**Second Object** : The second of the two bodies constrained

**Anchor Point** : Anchor Points on objects.

**Collide Bodies** : Ignores the collisions if this property is set to False on any constraint that connects the two bodies.

**Error Bias** : The percentage of joint error that remains unfixed after a second.

**Max Bias** : The maximum speed at which the constraint can apply error correction.

**Max Force** : The maximum force that the constraint can use to act on the two bodies.

**World Settings**

**Basic Scene Setup**

**Multiple Rigid Body Worlds**

**Rigid Body Settings**

**Custom Collision Shapes and Compound Shapes**

**2D World in Arbitrary Plane**

By default, rigid body worlds or on xy plane. But you can make it into any arbitrary 2D plane.