简介¶
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 objects 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.
连接¶
制约两个物体的最快捷的方法是选择这两个物体,然后点击 中的 连接 按钮。这将创建一个新的空物体(命名为 "约束(Constraint)"),它已经连接了一个物理约束,并指向两个选定的物体。
通用选项¶
参考
- 面板:
设置¶
- 已开启
指定在模拟过程中约束是否处于活动状态。
- 禁用碰撞
允许受约束的物体相互传递。
- 可断
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。
- 阈值
在约束断裂前需要达到的脉冲强度。
限制¶
通过使用限制,您可以通过制定分别在一个轴上的平移/旋转范围来进一步约束物体(请参见下面的每个轴)。要锁定一个轴,请将两个限制都设为 0.
物体¶
- 起始点
第一个被约束的物体。
- 秒
第二个被约束的物体。
重写迭代¶
允许使约束比刚体世界中指定的更强(更多迭代)或更弱(更少迭代)。
- 迭代
此约束中约束解算器在每步模拟中的迭代次数。