Document toolboxDocument toolbox

2023.1.1175.2 Double Transfer Joint



Overview

This kinematic relation is used to connect to objects to each other.


Where to find

The Transfer Joint can be found By using the add component option on game object.

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

The following inspector will be shown:


Feature layout

The image below shows the complete feature layout of the D Transfer 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

Select a Kinematic Body to set the transfer relation. Alternatively, drag a Kinematic Body into the field.

Opposing Kinematic Relation

The Kinematic Body to 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.

  • RECEIVE_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 applied (1 means all the applied rotation translation is equally transferred).

Invert Relation

Check to invert direction of the relation.

Transfer Joint Settings

 

Connected GameObject

The game object connected to this Transfer Joint.

Transfer Direction

Describes the direction which the transfer is done in. The following options are available:

  • BIDIRECTIONAL: Allows for both the connected and Transfer Joint to be transfer the change to the other when being changed.

  • RECEIVE_ONLY: Only the Transfer Joint is affected when the connected changes not the other way around.

  • SEND_ONLY: Only the connected is affected when the Transfer Joint changes not the other way around.

Fixed Relative Position

Check to keep the relative position between the connected objects the same.

Transfer Translation

Check to transfer the translation to the other object.

Fixed Relative Rotation

Check to keep the relative rotation between the connected objects the same.

Transfer Rotation

Check to transfer the rotation to other object.


How to use

  1. Add a D Transfer Joint to an object.

  2. Set drag in Connected GameObject to connect to.

  3. Set the wanted transfer relations.

 

  1. 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