Modifiers tab
Rigid and Soft body objects can be affected and controlled by X-Particles modifiers and Cinema 4D forces.
The settings in this tab are used to define which scene modifiers and forces should affect the bullet simulation.
If the bullet tag is on an xpEmitter, modifiers and forces are included/excluded via the emitter Modifier tab.
In this animation, there are scene modifiers, affecting the dynamic objects. Same System is enabled, so that the dynamic objects are not affected by the xpTurbulence modifier from the alternate system.
You could set xpBullet world Gravity to 0 (zero) cm in the Project Settings, X-Particles tab (as with all xpBullet objects). Alternatively, you could enable Use Local Gravity at zero cm in the tag, Forces tab, to affect the individual object. The xpGravity modifier will then be creating the gravity effect and any modifier-related mapping or use of fields can be created (otherwise a limitation of sticking to the xpBullet gravity).
Include Scene Modifiers
Section titled “Include Scene Modifiers”If this box is checked, rigid body and soft body dynamic objects will respond to the influence of any modifiers in the scene.
Same System
Section titled “Same System”If enabled, the tag will only work in conjunction with modifiers which are child objects of the same System.
Drag any particle groups into this field that you wish to affect the dynamic objects in the xpBullet system.
Objects
Section titled “Objects”Any X-Particles modifiers and Cinema 4D forces can be dragged and dropped into this list, to be assigned to the particle group in the Group field.
A yellow check (as in the image above) shows that they are enabled.
To disable, click this checkmark and it will turn into a blue dash.
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