This page is a stub. A human will curate and expand it before publishing.
Where to set it
Select the object in the environment editor. The right-hand panel has a Physics section with a Fixed base switch:- On — the object stays exactly where you placed it, no matter what hits it.
- Off — the object is simulated: it drops onto whatever is beneath it, and robots or other objects can move it.
What changes in simulation
- A free object gets a free joint in MuJoCo, so it obeys gravity and contacts. Its live pose is streamed back, and the 3D scene follows it.
- A fixed object is welded to the world. Its pose is a constant, so nothing is streamed for it.
- The editor’s own physics preview follows the same setting once you enable the physics toggle in the viewport.
Things worth knowing
- A freed fixture is still heavy. Freeing a concrete wall or a loaded pallet rack is allowed, and it will topple or slide once the simulation starts.
- Very thin objects cannot be freed usefully. A marker with essentially no volume has no mass to simulate, so it stays welded — the editor warns you when this happens.
- The setting sticks. Switching an object to a different template keeps your choice; use Reset if you want the new template’s default instead.
Setting it from an agent
cw_create_procedural_primitive takes a fixed_base argument, and
cw_edit_environment can change it on an existing object. Leave it out to
inherit the default for that kind of object.