Constraints (also known as joints) for rigid bodies connect two rigid bodies. The physics constraints are meant to be attached to an Empty 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 local 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 Child of constraint and animate the relative location of the child.
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.
允许模拟过程中将约束断开。禁用 机动 约束。可以用来模拟破坏。
Impulse strength that needs to be reached before the constraint breaks.
Allows making constraints stronger (more iterations) or weaker (less iterations) than specified in the rigid body world.