title | description |
---|---|
Mover Constraints |
Mover constraints apply force or torque to move one or more assemblies. |
The physics engine includes the following Class.Constraint|Constraints
that apply force or torque to move one or more assemblies. In addition, various mechanical constraints are available which behave as conceptual mechanical connections, including hinges, springs, ropes, and more.
To accurately visualize constraints in Studio, you can use the following options from the Model tab:
**Show Welds** — Show `Class.WeldConstraint|WeldConstraints`, separately from the visualization of other constraints.
**Constraint Details** — Show complete visual details of non-weld constraints.
**Scale** — Relative scale of visualizations.
Mover constraints typically connect one or two Class.Attachment|Attachments
or Class.Bone|Bones
. When connected to Class.Bone|Bones
, the constraint will use their animated position and orientation.
To create a mover constraint, you can use either the Create tool or the Explorer window.
-
In the Model tab, access the Create button's picker menu and select the desired constraint type, for example Angular Velocity.
-
In the 3D viewport, hover over any
Class.Part
orClass.MeshPart
and click to add a newClass.Attachment
to the part at the visualized point. Alternatively, hover over and click an existingClass.Attachment
orClass.Bone
to use it for the constraint. -
Some mover constraints utilize or support a secondary attachment in their functionality, so the tool might prompt you to repeat the previous step on another
[AngularVelocity](../physics/constraints/angular-velocity.md) using one attachment [AlignPosition](../physics/constraints/align-position.md) using two attachmentsClass.Part
,Class.MeshPart
, orClass.Attachment
, orClass.Bone
.
-
In the Explorer hierarchy, hover over the intended parent, click the ⊕ button, and insert the desired constraint from the drop‑down menu, such as a LinearVelocity.
-
With the new constraint selected, locate its currently empty Attachment0 property in the Properties window.
-
Link the Attachment0 property to an
Class.Attachment
orClass.Bone
in two consecutive steps:-
In the Properties window, click in the Attachment0 row to reveal the selection cursor.
-
In the Explorer hierarchy, click on the target
Class.Attachment
orClass.Bone
.
-
-
Some mover constraints use or support a secondary
Class.Attachment
orClass.Bone
in their functionality. If necessary, repeat the previous step on the Attachment1 property in the Properties window. For instance:- By default, AlignPosition and AlignOrientation align their primary attachment (Attachment0) with a secondary attachment (Attachment1).
- LineForce requires two attachments to apply force along the theoretical line connecting them.
To simulate physics while moving or rotating parts, you can switch to Physical mode in the Model tab, effectively forcing parts to obey physical limitations. For example, if you drag one part around the scene and it collides with another part, it will physically push that part out of the way.