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Joints

The following settings are displayed when [Joint] is turned on in the [Character information] palette.


 

Please note that rigid bodies and joints affect other settings. This means that your character may still not move as expected when the settings are changed, or the movement of the rigid body or joint may be affected by the set­tings of another rigid body.

340_charainfo_plt_018.jpg
(1)   Joint

If the bone (rigid body) selected in [Target bone] has multiple joints, select the joint for which you want to configure the settings.

(2)   Add joint

Add a joint to a character. Select a rigid body as the [Connection origin] and a rigid body as the [Connection destination] and click [Add joint] to create a joint.

(3)   Delete joint

Deletes the joint selected in [Joint].

(4)   Name

Set a name for the joint. Click this field to input a joint name.

(5)   Rigid body as connection origin

Set a rigid body as the connection origin. Select a rigid body name from the pull down menu.

(6)   Rigid body as connection destination

Set a rigid body as the connection destination. Select a rigid body name from the pull down menu.

(7)   Center

Adjust the position of the joint. Click the numeric value to input a value.

(8)   Orientation

Adjust the orientation of the joint. Click the numeric value to input a value.

The [Rotation limit] is based on the numeric value input for [Orientation].

(9)   Movement limit

Set a movement limit for the joint. Click the numeric value to input a value. A [Max] and [Min] can be set.

(10)   Rotation limit

Set a rotation limit for the joint. Click the numeric value to input a value. A [Max] and [Min] can be set.

(11)   Spring

Add spring force to the joint.

Move

Set the force with which the joint returns when the spring is pulled. Click this field to input a numeric value.

Rotate

Set the force with which the joint returns when the spring is rotated. Click this field to input a numeric value.

(12)   Add rigid bodies to standard bones

Adds multiple rigid bodies and joints to the bones within a part.

For example, if [Physics settings] is selected in a [Body parts folder] in the [Character configuration] palette, rigid bodies and joints are set for all bones in that body part.

(13)   Delete

Deletes multiple rigid bodies and joints from the bones within a part.

For example, if [Physics settings] is selected in a [Body parts folder] in the [Character configuration] palette, all rigid bodies and joints in that body part are deleted.

 

 

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