Creates a hinge-like joint between two objects. The first object (Attach A) will determine the position of the joint, but it can be offset.
The component has a direction, which is based on the node object’s transform. If the component is attached directly to the object itself, the direction will be based on the object’s transform.
|Determines the first object attached to the joint, and the position of the joint.
|Determines the second object attached to the joint.
|Determines if the component is executable.
|Enables the joint’s motor function which turns the hinge.
|Enables physical collision between the attached objects.
|Enables angular limitation between the attached objects.
|Determines if the joint should be in the Attach A object’s local space instead of global space.
|Motor Target Speed
|Motor’s maximum speed. Angular velocity target for which the motor accelerates to.
|Motor Max Impulse
|Motor’s acceleration speed. The value determines the motor spinning strength.
|Limit Min / Max Angle
|Minimum / maximum angle for the joint’s rotation.
|Offset X / Y / Z
|Joint’s positional offset from the Attach A.
Some Basics About Joints
Includes some basic info on using all 4 types of Joints.
Here's a link to the hype that shows how to implement and use the Hinge Joint node: