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Table of Contents |
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Overview
Constraints Constrains the motion of a GameObject to translation translate / rotate over a Splineand rotation by Pitch and position along the Spline.
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Where to find
The Helical Joint can be found under Mechanics > Add Kinematics > Helical Joint.
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Generic Joint Settings | |||
Pass Priority | Priority of the kinematic chain calculations. Higher numbers are calculated earlier. | ||
Enforce Outside Playmode | Enforces the joint to work in edit mode. | ||
Prevent Kinematic Update | Removes the joint from the kinematic chain calculations. | ||
Prevent Further Kinematic Update on this GameObject | Allows lower priority kinematic transforms on the same GameObject to be skipped in calculations. | ||
Allow Direct User Input | Allows the user to manipulate the joint with the scene gizmo. | ||
Min. User Input Translation Offset | The minimum value the user must input before translations are applied. | ||
Min. User Input Rotation Offset | The minimum value the user must input before rotations are applied. | ||
Kinematic Chaining | |||
Create new Leading Transform Relation | Creates a new leading relation between Transforms. | ||
Create new Trailing Transform Relation | Creates a new trailing relation between Transforms.
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Opposing Relation Instance | The kinematic transform to which you want to link the joint to. | ||
Relation Direction | Describes the direction of the manipulation of the Transforms. The following options are available:
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Relation Type | Used when 2 different size Wheel Joints need the same rotational speed. The following options are available:
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Motion Direction is Reversed | When enabled, the manipulation to/from the opposing kinematic transform is inverted. | ||
Helical Joint Settings | |||
Pitch | The distance from the crest of one thread to the next. | ||
Invert | When checked inverts the direction of the rotation. | ||
Limit Relation & Update Settings | |||
Spline | The Splinealong which the Helical Joint’s position and rotation of the Helical Joint is constrained. |
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How to use
Create a Splineand use it to define the path you want the Helical Joint to follow.
Add the Spline to the Helical Joint and create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.
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3. Test if the Transform Relations are working.
Note |
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To test your Transform Relations outside of playmode make sure Enforce Outside Playmode is checked on both Joints. |
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