Download Download Support FPE

How to Add Physics Objects in Blender for Godot

How to Add Physics Objects in Blender for Godot

Physics is where a pretty prop starts feeling like part of the world. A mug should settle, a rubber ball should bounce, and a heavy crate should resist being shoved. Author those material expectations beside the object itself.

You will make: a Blender prop that imports as a physical Godot object with intentional weight, grip, bounce, and collision behavior.
Teacup-rigid selected in Blender with the FPE Physics checkbox enabled
Keep Godot's supported -rigid name suffix and enable Physics in FPE when you also need authored body settings.

First, make it a physics body

The FPE Physics checkbox does not turn an ordinary mesh into a rigid body. Godot's standard glTF importer decides the node and collider type from the Blender object name.

  1. Work at real-world scale, apply scale, and set the origin where rotation and balance make sense.
  2. For a movable prop, add -rigid to the Blender object name—for example, Teacup-rigid. Godot imports it as a RigidBody3D with collision.
  3. For immovable level geometry, use -col for a visible mesh with static collision. Godot also supports -convcol, -colonly, and -convcolonly for other collider needs.
  4. Only after choosing the body type, open Blender's Item → Folded Paper Engine panel and check Physics. That exposes the FPE material and motion settings applied to the imported physics body.
FPE Physics panel showing mass friction bounce and continuous collision detection
Tune physical behavior in Blender: this light teacup uses modest friction, very little bounce, and continuous collision detection.

Describe how the prop should feel

  • Mass: controls inertia. Start with a plausible value and compare related props rather than chasing perfect simulation.
  • Friction: increase it for grippy crates and reduce it for slippery objects.
  • Bounciness: keep ordinary furniture low; raise it deliberately for balls or playful props.
  • Continuous Collision Detection: enable it for small or fast objects that could otherwise pass through thin colliders.

Export a tiny physics test

  1. Place the prop above a collidable floor.
  2. Export with Custom Properties enabled.
  3. Load the GLB through FPE and let the object fall.
  4. Check resting orientation, sliding, bounce, tunneling, and scale.
  5. Change one property at a time in Blender and re-export until the result communicates the material you imagined.

Common problems

  • Explodes or spins wildly: inspect overlapping collision, origin placement, scale, and spawn position.
  • Falls through the floor: verify both objects have collision; use continuous detection only when speed or size justifies it.
  • Everything feels weightless: check scale first, then compare mass and damping in Godot.
  • Imported edits disappear: fix authored physics in Blender or a stable extension, not inside the generated scene.