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.
Attach A | Determines the first object attached to the joint, and the position of the joint. |
Attach B | Determines the second object attached to the joint. |
Enabled | Determines if the component is executable. |
Enable Motor | Enables the joint’s motor function which turns the hinge. |
Collide Connected | Enables physical collision between the attached objects. |
Enable Limit | Enables angular limitation between the attached objects. |
Local Axis | 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: