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 > 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:
Feature layout
The image below shows the complete feature layout of the D 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:
|
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
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.