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2021.1.1208.2 Double Helical Joint



Overview

Constraints the motion of a GameObject to translation over a DSpline and rotation by Pitch and position along the DSpline.


Where to find

The Kinematic Helical Joint can be found under Mechanics > Kinematics > Kinematic Joints > Add Helical Joint.

This will add the Kinematic Helical Joint component to the currently selected object or create a new empty GameObject with the component attached if no objects are selected.

Joints must be placed as children of a Body Controller in the hierarchy

The following inspector component will be shown:

 


Feature layout

The image below shows the complete feature layout of the Kinematic Helical Joint component.

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.

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

Shows chained connections of this object through arrows even when the 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).

Helical Joint Settings

 

Constraining Spline

The DSpline along which the Helical Joint’s position and rotation is constrained.

Pitch

The distance from the crest of one thread to the next.

Reverse Direction

When checked inverts the direction of the rotation.


How to use

  1. Create a DSpline and use it to define the path you want the Kinematic Helical Joint to follow.

  2. Add the DSpline to the Kinematic Helical Joint and create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.

  1. Test if the Transform Relations are working.

To test your Transform Relations outside of playmode make sure Enforce Outside Playmode is checked on both Joints.

 

Prespective Documentation