Giới Thiệu (Introduction)
Ràng Buộc (Constraints) (Ràng Buộc)Constraint>` (also known as joints) for rigid bodies connect two rigid bodies. The physics constraints are meant to be attached to an Empty (Đối Tượng Trống Rỗng) object. The constraint then has fields which can be pointed at the two physics-enabled object which will be bound by the constraint. The empty object provides a location and axis for the constraint distinct from the two constrained objects. The location of the entity hosting the physics constraint marks a location and set of axes on each of the two constrained objects. These two anchor points are calculated at the beginning of the animation and their position and orientation remain fixed in the "cục bộ" coordinate system of the object for the duration of the animation. The objects can move far from the constraint object, but the constraint anchor moves with the object. If this feature seems limiting, consider using multiple objects with a non-physics "Làm con cái" constraint and animate the relative location of the child.
Kết Nối (Connect)
The quickest way to constrain two objects is to select both and click the Connect button in
. This creates a new empty object (named "Constraint") with a physics constraint already attached and pointing at the two selected objects.Tùy Chọn Chung (Common Options)
Tham Chiếu (Reference)
- Panel (Bảng):
Các Sắp Đặt (Settings)
- Bật (Enabled)
Specifies whether the constraint is active during the simulation.
- Tắt Va Đập (Disable Collisions)
Allows constrained objects to pass through one another.
- Có Thể Bị Phá Hủy (Breakable)
Allows constraint to break during simulation. Disabled for the Motor constraint. This can be used to simulate destruction.
- Ngưỡng (Threshold)
Impulse strength that needs to be reached before the constraint breaks.
Giới Hạn (Limits)
By using limits you can constrain objects even more by specifying a translation/rotation range on/around respectively one axis (see below for each one individually). To lock one axis, set both limits to 0.
Đối Tượng (Objects)
- Đầu Tiên/Thứ Nhất (First)
First object to be constrained.
- Giây/Thứ Hai (Second)
Second object to be constrained.
Đổi Số Lần Lặp Lại (Override Iterations)
Allows making constraints stronger (more iterations) or weaker (less iterations) than specified in the rigid body world.
- Số Lần Lặp Lại (Iterations)
Number of constraint solver iterations made per simulation step for this constraint.