Creates a point-based spring 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. |
Collide Connected | Enables physical collision between the attached objects. |
Local Axis | Determines if the joint should be in the Attach A object’s local space instead of global space. |
Axis Lock | Locks spring to axis |
Spring Stiffness | Spring stiffness. Higher means less springy. |
Spring Slowing | Determines how much the spring movement is dampened. |
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 Spring Joint node: