Constraints the motion of a GameObject to translation over a DSpline and rotation by Pitch and position along the DSpline.
The Kinematic Helical Joint can be found under Mechanics > Kinematics > Kinematic Joints > 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 DKinematics Controller in the hierarchy
The following inspector component will be shown:
The image below shows the complete feature layout of the D Helical Joint component.
Generic Joint Settings
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.
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.
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.
The ratio in which the relation is done (1 means all the applied rotation translation is equally transferred).
If the relation is in inverted direction (so if rotating to right the connected object rotates to the left).
Helical Joint Settings
The DSpline along which the Helical Joint’s position and rotation is constrained.
The distance from the crest of one thread to the next.
When checked inverts the direction of the rotation.
Create a DSpline and use it to define the path you want the Helical Joint to follow.
Add the DSpline to the Helical Joint and create a new Transform Relation, add an Opposing Relation Instance and define the other settings as needed.
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.