Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.
Comment: Scroll Documents: update absolute page links

...

Generic Joint Settings

Pass Priority

Priority of the kinematic chain calculations. Higher numbers are calculated earlier

Enforce Outside Playmode

Enforces the prismatic joint in edit mode

Prevent Kinematic Update

Removes the prismatic joint from the kinematic chain calculations

Min Translation Delta

The minimum value the joint detects as a change in position.

Min Rotation Delta

The minimum value the joint detects as a change in rotation.

Kinematic Chaining

Show in Scene View

Shows chained connections of this object through arrows.

Show When Not Selected

If should show chaining if object is not selected.

Add Kinematic Transfer Relation

When a kinematic Body is dragged into this a transfer relation between them is created.

Opposing Kinematic Relation

The Kinematic Body which this relation is connected.

Relation Direction

Describes the direction of the manipulation of the Transforms. The following options are available:

  • BIDIRECTIONAL: Allows for both kinematic transforms, when they are being manipulated, to manipulate each other equally.

  • RECIEVE_ONLY: Allows for the joint, when it is being manipulated, to manipulate the opposing kinematic transform, but not the other way around.

  • SEND_ONLY: Allows for the opposing kinematic transform, when it is being manipulated, to manipulate the joint, but not the other way around.

Ratio

The ratio in which the relation is done (1 means all the applied rotation translation is equally transferred).

Invert Relation

If the relation is in inverted direction (so if rotating to right the connected object rotates to the left).

Bar Linkage Triangles

Visualize in Scene View

If triangles should be visualized in scene view.

Create Triangle

Allows the user to add a new triangle with a random color to the Bar Linkage Solver

Triangle ##

Shows the ID of the triangle, the names of the two Wheel Joints in the triangle and whether the triangle is the leading triangle

Color Picker

Allows the user to change the color of the triangle

Delete Button

Allows the user to delete the triangle from the Bar Linkage Solver

Leading Triangle / Set as Leading

If the triangle is the leading triangle, that will be displayed. Else a button will appear to set the triangle as the leading triangle

Moving Pivot

The Bar Linkage Solver is the Moving Pivot by default. This is a constant field and is shown for clarity

Fix Pivot

Allows the user to assign a Wheel Joint as Fix Pivot

Hinge Point

Allows the user to assign a Wheel Joint as Hinge Point

Bar Linkage Solver Settings

Spline Input field

Defines the DSpline to which the Prismatic Joint is bound to

Prismatic Joint Settings

Spline Constraint

The DSpline used to constrain this joint.

Spline Constraint Length

The length of the spline

Current Spline Position

Normalized position of the Prismatic joint over the spline between 0 and 1.

Target Control Point

The Spline point to be used for Update Limit ControlPoint.

Update Limit Control Point

Updates the Target Control Point to the current spline position.

...

  1. To create a Kinematic Bar Linkage Solver, you first need the right setup. This setup will include several fixed arms, Wheel Joints and a Piston (this requires a DSpline). Part A of the How to use will guide you through the process of creating this system

    Example of a system suitable for a Bar Linkage Solver.

  2. Add a WIP Double Wheel Joint to each of the rotational points

    Make sure the Wheel Axis Direction of the Kinematic Wheel Joints are aligned with the desired rotation

  3. After all Kinematic Wheel Joints are added, create a DSpline to control the range and postion of the Piston. Align the Spline Control Points to the Piston Rod. Holding V enables snapping to vertices in Unity

  4. Make sure the DSpline is parented under the Piston. Your system is now set up to add a Kinematic Bar Linkage Solver

...