Set the movement along the X, Y or Z axes to be Free, completely Locked, or Limited according to the limit properties described below. The third axis is orthogonal to the other two. The Axis and Secondary Axis define the local coordinate system of the joint. Manually configure the connected anchor position. Disable it to configure the position of the connected anchor manually. The local axis that defines the object’s natural rotation based on physics simulation.Įnable this setting to automatically calculate the Connected Anchor position to match the global position of the anchor property. All physics-based simulations use this point as the center in calculations. The point which defines the center of the joint. You can set this to None to indicate that the joint attaches to a fixed position in space rather than another Rigidbody. The Rigidbody object which the joint connects to. To use this gizmo, set the Angular X, Y, Z Motion to Limited and then handles appear for you to drag and adjust the joint’s rotational space. Propiedades Propiedad:Īdds a visual gizmo to the Scene view that helps you edit joint angular limits. You can also use them to adapt joints into highly specialized joints of your own design. They are particularly useful when you want to customize the movement of a ragdoll and enforce certain poses on your characters. Configurable Joints incorporate all the functionality of the other joint types and provide greater control of character movement.
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