Setting Connection Relationship (New for 5.1)

After applying a constraint to a rigid body object, you are able to set the constrained rigid body to be connected to a target. If you want the constrained rigid bodies to be affected by another physics object, then pick the object as the Target; If the constrained object must stay where it is, then pick the World as its target.

Pick a Target or Connect to World

Connect to a Moving Target

If the rigid body is about to be affected by another moving physics object, then follow the steps below:

  1. Select a prop, set is as Dynamic rigid body.
  2. Apply a constraint type to the rigid body (in this case, the Point to Point type is taken). Please refer to the The Basic Workflow of Using Constraint section for more information.
  3. Because it will be connected to another target physics object which will be moving at certain time, select the target and set it as Kinematic.
  4. Select the constrained rigid body.
  5. Click the Pick Target button on the Constraint Setting panel and then click the target (the Kinematic object).

    Please note that when you select a constrained rigid body which connects to a target, the target will be framed with green wires instantly.
  6. You may now set transform keys or using the Prop Puppeteering method to move the target object; which will affect the constrained rigid body at the same time.

Connect to World - Stay in Original Position

If the rigid body is about to stay where it is without being brought away be other physics objects, then click the World button. The constraint is thus pinned where it is and cause the rigid body to interact with other physics objects according to its assigned constraint type.

The object that is constrained to world will not be brought away but will be hit and bounce off instead.

Collision between Constrained and Target Objects

In the last example, you may find that the constrained rigid body go through the target object when it strongly moves, even if the target is a kinematic one.

You may activate the Collision Constrained Object box so that the constrained rigid body detect the existence of its target and collides the target when it moves drastically.