Physics setup is fragmented
Unreal Engine requires separate physics asset configuration, collision setup, and material assignments. Each asset needs individual attention.
Create physics-enabled assets for Unreal Engine robotics simulations and digital twins. Automatic physics estimation, collision geometry, and OpenUSD output.
Updated 2026-05-08
Unreal Engine requires separate physics asset configuration, collision setup, and material assignments. Each asset needs individual attention.
Factory and warehouse digital twins require massive libraries of physically accurate objects. Manual creation can't keep up.
Inaccurate physics parameters in UE simulations lead to policies that fail in the real world. Getting physics right is critical.
Rigyd outputs OpenUSD that imports directly into Unreal Engine 5 via the USD Stage Actor, maintaining physics properties.
Convex decomposition generates collision geometry at configurable complexity, simple hulls for navigation, detailed meshes for manipulation.
AI identifies materials from mesh geometry and appearance, then assigns calibrated friction, restitution, and density values.
Rigyd outputs OpenUSD that imports via UE5's USD Stage Actor. Mass, collision geometry, and material physics are applied automatically, no per-asset Physics Asset configuration required.
Yes. Enterprise API has converted multi-thousand-object catalogs for factory and warehouse digital twins. Each asset is physics-validated, so the twin simulates operations, not just renders geometry.
Yes. OpenUSD physics properties map to UE5's Chaos solver on import. Collision complexity is configurable, simple hulls for navigation, detailed convex decomposition for manipulation and contact-rich tasks.
Visual meshes from Rigyd are Nanite-compatible, triangle counts are preserved from the source, so high-poly assets stream efficiently through Nanite's virtualized geometry. Collision meshes are kept as separate, low-poly convex decompositions, so Chaos contact detection stays fast while Nanite handles visual rendering. Lumen indirect lighting works against either visual mesh.
Yes. On USD import to UE5, Rigyd's physics metadata populates Static Mesh Component's simulation flags, collision presets, and physics material assignment. For articulated mechanisms, joint constraints and drive parameters auto-populate the Physics Asset Editor, eliminating per-link manual setup that's otherwise the slowest part of bringing a robot into Unreal. The same applies to Unreal's NVIDIA PhysX-based legacy projects: Rigyd's assets carry both Chaos- and PhysX-compatible attributes so the migration path between solvers stays open, useful for studios still on UE 5.0-5.2 evaluating when to switch.
Convert 3D models, images, or text into simulation-ready assets for UE5 in minutes.
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