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Unity3D游戲制作教程

Unity3D游戲制作教程

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本系列包含Unity3D介紹、Unity3D導(dǎo)出人物、Unity3D導(dǎo)出場景、Unity3D導(dǎo)出動作、游戲測試最終完成一個簡單的游戲。是一套非常完整的Unity3D游戲制作教程。

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Unity組件:Configurable Joint 可配置關(guān)節(jié)

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Configurable Joints are extremely customizable. They expose all joint-related properties of PhysX, so they are capable of creating behaviors similar to all other joint types.

可配置關(guān)節(jié)是極其可定制的。可配置關(guān)節(jié)將PhysX引擎中所有與關(guān)節(jié)相關(guān)的屬性都設(shè)置為可配置的,因此可以用此組件創(chuàng)造出與其他關(guān)節(jié)類型行為相似的關(guān)節(jié)。


Properties of the Configurable Joint 可配置關(guān)節(jié)的屬性

Details 細(xì)節(jié)

There are two primary functions that the Configurable Joint can perform: movement/rotation restriction and movement/rotation acceleration. These functions depend on a number of inter-dependent properties. It may require some experimentation to create the exact behavior you're trying to achieve. We'll now give you an overview of the Joint's functionality to make your experimentation as simple as possible.

可配置關(guān)節(jié)有兩類主要的功能:移動/旋轉(zhuǎn)限制和移動/旋轉(zhuǎn)加速。這些功能取決于一系列相互依賴的屬性。你可能需要進(jìn)行一些試驗(yàn)來創(chuàng)建出你想要的行為。我們提供了對此關(guān)節(jié)功能的概述,以簡化你的試驗(yàn)。

Movement/Rotation Restriction 移動/旋轉(zhuǎn)限制

You specify restriction per axis and per motion type. XMotion, YMotion, and ZMotion allow you to define translation along that axis. Angular XMotion, Angular YMotion, and Angular ZMotion allow you to define rotation around that axis. Each one of these properties can be set to Free (unrestricted), Limited (restricted based on limits you can define), or Locked (restricted to zero movement).

你可以為每個的旋轉(zhuǎn)軸和每個運(yùn)動類型都指定約束。X軸平移,Y軸平移和?Z軸平移允許你定義沿不同軸的平移。X軸角運(yùn)動、Y軸角運(yùn)動和Z軸角運(yùn)動允許你定義沿不同軸的旋轉(zhuǎn)。這些屬性可以被設(shè)置為自由的(無限制),受限制的(受限于用戶定義的約束),鎖定的(沒有運(yùn)動)。

Limiting Motion 平移限制

When you have any of the "Motion" properties set to Limited, you can define the limitations of movement for that axis. You do this by changing the values of one of the "Limit" properties.

如有某軸的平移屬性被設(shè)置為受限制的,則可以設(shè)置物體在對應(yīng)軸上平移的限制?梢酝ㄟ^改變邊界屬性的值來達(dá)到此目的。

For translation of movement (non-angular), the Linear Limit property will define the maximum distance the object can move from its origin. Translation on any "Motion" properties set to Limited will be restricted according to Linear Limit->Limit. Think of this Limit property as setting a border around the axis for the object.

對于平移運(yùn)動(非角運(yùn)動),線性限制屬性定義了物體可以遠(yuǎn)離原點(diǎn)移動的最大距離。任何沿受限制的軸的運(yùn)動都會受限于線性限制的屬性?梢詫⒋讼拗茖傩砸暈樵O(shè)定物體沿特定軸運(yùn)動時所需遵從的邊界。

Bouncyness, Spring, and Damper will define the behavior of the object when it reaches the Limit on any of the Limited "Motion" axes. If all of these values are set to 0, the object will instantly stop moving when it reaches the border. Bouncyness will make the object bounce back away from the border. Spring and Damper will use springing forces to pull the object back to the border. This will soften the border, so the object will be able to pass through the border and be pulled back instead of stopping immediately.

反彈力,彈簧力和阻尼定義了物體運(yùn)動到其邊界時的行為,這些參數(shù)在所有受限的平移軸上都是一樣的。如果這三個參數(shù)的值都被設(shè)置為0,物體在到達(dá)邊界后會立即停止運(yùn)動。反彈力使得物體到達(dá)邊界后反彈遠(yuǎn)離邊界。彈簧力和阻尼利用彈簧的力量將物體拉回邊界。這些參數(shù)能夠軟化邊界,使得物體能夠穿過邊界后再被拉回來,而不是到達(dá)邊界就立即停止。

Limiting Rotation 旋轉(zhuǎn)限制

Limiting rotation works almost the same as limiting motion. The difference is that the three "Angular Motion" properties all correspond to different "Angular Limit" properties. Translation restriction along all 3 axes are defined by the Linear Limit property, and rotation restriction along each of the 3 axes is defined by a separate "Angular Limit" property per axis.

旋轉(zhuǎn)限制與平移限制幾乎完全一樣,除了角運(yùn)動參數(shù)與不同的角度限制參數(shù)相關(guān)而不是與線性限制相關(guān)。在3個不同坐標(biāo)軸上的平移限制由線性限制屬性定義,而繞三個軸的旋轉(zhuǎn)限制由不同的角度限制屬性定義,每個軸有其不同的角度限制屬性。

Angular XMotion limitation is the most robust, as you can define a Low Angular XLimit and a High Angular XLimit. Therefore if you want to define a low rotation limit of -35 degrees and a high rotation limit of 180 degrees, you can do this. For the Y and Z axes, the low and high rotation limits will be identical, set together by the Limit property of Angular YLimit or Angular ZLimit.

X軸角運(yùn)動限制最魯棒,它允許用戶定義X軸角運(yùn)動下限和X軸角運(yùn)動上限。因此如果你可以定義下限為-35度,上限為180的度的旋轉(zhuǎn)角度限制。對同樣Y軸和Z軸的角運(yùn)動限制,其旋轉(zhuǎn)上限和下限只能為同一數(shù)值,通過限制屬性中的Y軸角運(yùn)動限制和Z軸角運(yùn)動限制進(jìn)行設(shè)定

The same rules about object behavior at the rotation limits from the Limiting Motion section applies here.

有關(guān)物體到達(dá)旋轉(zhuǎn)邊界時的行為規(guī)則與平移限制部分中的相同。

Movement/Rotation Acceleration 移動/旋轉(zhuǎn)限制

You specify object movement or rotation in terms of moving the object toward a particular position/rotation, or velocity/angular velocity. This system works by defining the "Target" value you want to move toward, and using a "Drive" to provide acceleration which will move the object toward that target. Each "Drive" has a Mode, which you use to define which "Target" the object is moving toward.

可以用使物體到達(dá)特定的位置/朝向,或是到達(dá)特定的速度/角速度來指定物體的運(yùn)動。此系統(tǒng)的工作方式如下:首先定義你期望達(dá)到的"目標(biāo)",然后通過"驅(qū)動"產(chǎn)生加速度來使物體到達(dá)此目標(biāo)。每個"驅(qū)動"都有定義物體的當(dāng)前"目標(biāo)"的模式。

Translation Acceleration 平移加速度

The XDrive, YDrive, and ZDrive properties are what start the object moving along that axis. Each Drive's Mode will define whether the object should be moving toward the Target Position or Target Velocity or both. For example, when XDrive's mode is set to Position, then the object will try to move to the value of Target Position->X.

X軸驅(qū)動、Y軸驅(qū)動和Z軸驅(qū)動屬性可以使物體沿特定的軸運(yùn)動。每個驅(qū)動的模式指定了物體是朝目標(biāo)位置運(yùn)動還是朝目標(biāo)速度運(yùn)動或者兩者都是。例如,如果設(shè)置X軸驅(qū)動的模式為位置,物體會朝目標(biāo)位置->x進(jìn)行運(yùn)動。

When a Drive is using Position in its Mode, its Position Spring value will define how the object is moved toward the Target Position. Similarly, when a Drive is using Velocity in its Mode, its Maximum Force value will define how the object is accelerated to the Target Velocity.

當(dāng)驅(qū)動的模式為位置時,其位置彈簧數(shù)值定義了物體如何向目標(biāo)位置運(yùn)動。同樣的,當(dāng)驅(qū)動的模式為速度時,其最大強(qiáng)度數(shù)值定義了物體如何向目標(biāo)速度運(yùn)動。

Rotation Acceleration 旋轉(zhuǎn)加速度

Rotation acceleration properties: Angular XDrive, Angular YZDrive, and Slerp Drive function the same way as the translation Drives. There is one substantial difference. Slerp Drive behaves differently from the Angular Drive functionality. Therefore you can choose to use either both Angular Drives or Slerp Drive by choosing one from the Rotation Drive Mode. You cannot use both at once.

旋轉(zhuǎn)加速度屬性:X軸角驅(qū)動、YZ軸角驅(qū)動和插值驅(qū)動,這些驅(qū)動的功能與平移驅(qū)動功能基本相同。不同之處在于插值驅(qū)動與角驅(qū)動的表現(xiàn)出的功能不同。在旋轉(zhuǎn)驅(qū)動模式中可以選擇使用角驅(qū)動或是使用插值驅(qū)動,兩者無法同時被使用。

Properties 屬性
  • Anchor
    The point where the center of the joint is defined. All physics-based simulation will use this point as the center in calculations
    關(guān)節(jié)中心點(diǎn),所有的物理模擬都使用此點(diǎn)作為中心進(jìn)行計算。
  • Axis 主軸
    The local axis that will define the object's natural rotation based on physics simulation
    局部旋轉(zhuǎn)軸,定義了物理模擬下物體的自然旋轉(zhuǎn)。
  • Secondary Axis 副軸
    Together, Axis and Secondary Axis define the local coordinate system of the joint. The third axis is set to be orthogonal to the other two.
    主軸和副軸定義了關(guān)節(jié)的局部坐標(biāo)系。第三個軸垂直于主軸和副軸。
  • XMotion X軸平移
    Allow movement along the X axis to be Free, completely Locked, or Limited according to Linear Limit
    設(shè)置物體沿X軸的平移為自由的、鎖定的或受限于線性限制
  • YMotion Y軸平移
    Allow movement along the Y axis to be Free, completely Locked, or Limited according to Linear Limit
    設(shè)置物體沿Y軸的平移為自由的、鎖定的或受限于線性限制
  • ZMotion Z軸平移
    Allow movement along the Z axis to be Free, completely Locked, or Limited according to Linear Limit
    設(shè)置物體沿Z軸的平移為自由的、鎖定的或受限于線性限制
  • Angular XMotion
    X軸角運(yùn)動
    Allow rotation around the X axis to be Free, completely Locked, or Limited according to Low and High Angular XLimit
    設(shè)置物體沿X軸的旋轉(zhuǎn)為自由的、鎖定的或受限于X軸角運(yùn)動下限和上限
  • Angular YMotion
    Y軸角運(yùn)動
    Allow rotation around the Y axis to be Free, completely Locked, or Limited according to Angular YLimit
    設(shè)置物體沿Y軸的旋轉(zhuǎn)為自由的、鎖定的或受限于Y軸角運(yùn)動限制
  • Angular ZMotion
    Z軸角運(yùn)動
    Allow rotation around the Z axis to be Free, completely Locked, or Limited according to Angular ZLimit
    設(shè)置物體沿Z軸的旋轉(zhuǎn)為自由的、鎖定的或受限于Z軸角運(yùn)動限制
  • Linear Limit 線性限制
    Boundary defining movement restriction, based on distance from the joint's origin
    以邊界(離關(guān)節(jié)原點(diǎn)的距離)的形式定義的物體平移限制
  •     Limit 限制
    The distance in units from the origin to the wall of the boundary
    原點(diǎn)到邊界的距離
  •     Bouncyness 反彈力
    Amount of bounce-back force applied to the object when it reaches the Limit
    當(dāng)物體到達(dá)邊界時對其施加的反彈力
  •     Spring 彈簧力
    Strength of force applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
    將物體拉回邊界的力,任何非0數(shù)值將會隱式的軟化邊界
  •     Damper 阻尼
    Resistance strength against the Spring
    抵抗彈簧力的力量
  • Low Angular XLimit
    X軸角運(yùn)動下限
    Boundary defining lower rotation restriction, based on delta from original rotation
    以邊界(與關(guān)節(jié)初始旋轉(zhuǎn)的差值)的形式定義的物體旋轉(zhuǎn)下限
  • Limit 限制
    The rotation in degrees that the object's rotation should not drop below
    物體旋轉(zhuǎn)的下限(角度)
  • Bouncyness 反彈力矩
    Amount of bounce-back torque applied to the object when its rotation reaches the Limit
    當(dāng)物體的旋轉(zhuǎn)到達(dá)邊界時對其施加的反彈力矩
  • Spring 彈簧力矩
    Strength of force applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
    將物體拉回邊界的力,任何非0數(shù)值將會隱式的軟化邊界
  • Damper 阻尼
    Resistance strength against the Spring
    抵抗彈簧力矩的力量
  • High Angular XLimit
    X軸角運(yùn)動上限
    Boundary defining upper rotation restriction, based on delta from original rotation.
    以邊界(與關(guān)節(jié)初始旋轉(zhuǎn)的差值)的形式定義的物體旋轉(zhuǎn)上限
  •     Limit 限制
    The rotation in degrees that the object's rotation should not exceed
    物體旋轉(zhuǎn)的上限(角度)
  •     Bouncyness 反彈力矩
    Amount of bounce-back torque applied to the object when its rotation reaches the Limit
    當(dāng)物體的旋轉(zhuǎn)到達(dá)邊界時對其施加的反彈力矩
  •     Spring 彈簧力矩
    Strength of force applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
    將物體拉回邊界的力,任何非0數(shù)值將會隱式的軟化邊界
  •     Damper 阻尼
    Resistance strength against the Spring
    抵抗彈簧力矩的力量
  • Angular YLimit
    Y軸角運(yùn)動限制
    Boundary defining rotation restriction, based on delta from original rotation
    以邊界(與關(guān)節(jié)初始旋轉(zhuǎn)的差值)的形式定義的物體旋轉(zhuǎn)限制
  •     Limit 限制
    The rotation in degrees that the object's rotation should not exceed
    物體旋轉(zhuǎn)的限制(角度)
  •     Bouncyness 反彈力矩
    Amount of bounce-back torque applied to the object when its rotation reaches the Limit
    當(dāng)物體的旋轉(zhuǎn)到達(dá)邊界時對其施加的反彈力矩
  •     Spring 彈簧力矩
    Strength of torque applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
    將物體拉回邊界的力,任何非0數(shù)值將會隱式的軟化邊界
  •     Damper 阻尼
    Resistance strength against the Spring
    抵抗彈簧力矩的力量
  • Angular ZLimit
    Z軸角運(yùn)動限制
    Boundary defining rotation restriction, based on delta from original rotation
    以邊界(與關(guān)節(jié)初始旋轉(zhuǎn)的差值)的形式定義的物體旋轉(zhuǎn)限制
  •     Limit 限制
    The rotation in degrees that the object's rotation should not exceed
    物體旋轉(zhuǎn)的限制(角度)
  •     Bouncyness 反彈力矩
    Amount of bounce-back torque applied to the object when its rotation reaches the Limit
    當(dāng)物體的旋轉(zhuǎn)到達(dá)邊界時對其施加的反彈力矩
  •     Spring 彈簧力矩
    Strength of force applied to move the object back to the Limit. Any value other than 0 will implicitly soften the boundary
    將物體拉回邊界的力,任何非0數(shù)值將會隱式的軟化邊界
  •     Damper 阻尼
    Resistance strength against the Spring
    抵抗彈簧力矩的力量
  • Target Position 目標(biāo)位置
    The desired position that the joint should move into
    關(guān)節(jié)應(yīng)該到達(dá)的位置
  • Target Velocity 目標(biāo)速度
    The desired velocity that the joint should move along
    關(guān)節(jié)應(yīng)該到達(dá)的速度
  • XDrive X軸驅(qū)動
    Definition of how the joint's movement will behave along its local X axis
    定義關(guān)節(jié)如何沿X軸運(yùn)動
  •     Mode 模式
    Set the following properties to be dependent on Target Position, Target Velocity, or both
    可以設(shè)置為目標(biāo)位置、目標(biāo)速度或兩者都是
  •     Position Spring 位置彈簧
    Strength of a rubber-band pull toward the defined direction. Only used if Mode includes Position
    朝著預(yù)定義的方向的橡皮的拉力。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Position Damper 位置阻尼
    Resistance strength against the Position Spring. Only used if Mode includes Position
    抵抗位置彈簧的力量。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Maximum Force 最大力
    Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity
    使物體到達(dá)預(yù)定義速度的力。只有當(dāng)模式中包含目標(biāo)速度時才有效
  • YDrive Y軸驅(qū)動
    Definition of how the joint's movement will behave along its local Y axis
    定義關(guān)節(jié)如何沿Y軸運(yùn)動
  •     Mode 模式
    Set the following properties to be dependent on Target Position, Target Velocity, or both
    可以設(shè)置為目標(biāo)位置、目標(biāo)速度或兩者都是
  •     Position Spring 位置彈簧
    Strength of a rubber-band pull toward the defined direction. Only used if Mode includes Position.
    朝著預(yù)定義的方向的橡皮的拉力。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Position Damper 位置阻尼
    Resistance strength against the Position Spring. Only used if Mode includes Position.
    抵抗位置彈簧的力量。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Maximum Force 最大力
    Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity.
    使物體到達(dá)預(yù)定義速度的力。只有當(dāng)模式中包含目標(biāo)速度時才有效
  • ZDrive Z軸驅(qū)動
    Definition of how the joint's movement will behave along its local Z axis
    定義關(guān)節(jié)如何沿Z軸運(yùn)動
  •     Mode 模式
    Set the following properties to be dependent on Target Position, Target Velocity, or both.
    可以設(shè)置為目標(biāo)位置、目標(biāo)速度或兩者都是
  •     Position Spring 位置彈簧
    Strength of a rubber-band pull toward the defined direction. Only used if Mode includes Position
    朝著預(yù)定義的方向的橡皮的拉力。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Position Damper 位置阻尼
    Resistance strength against the Position Spring. Only used if Mode includes Position
    抵抗位置彈簧的力量。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Maximum Force 最大力
    Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity
    使物體到達(dá)預(yù)定義速度的力。只有當(dāng)模式中包含目標(biāo)速度時才有效
  • Target Rotation 目標(biāo)旋轉(zhuǎn)
    This is a Quaternion. It defines the desired rotation that the joint should rotate into
    目標(biāo)旋轉(zhuǎn)是一個四元數(shù)。它定義了關(guān)節(jié)的旋轉(zhuǎn)目標(biāo)
  • Target Angular Velocity
    目標(biāo)角速度
    This is a Vector3. It defines the desired angular velocity that the joint should rotate into
    目標(biāo)角速度是一個三維向量。它定義了關(guān)節(jié)的旋轉(zhuǎn)角速度目標(biāo)
  • Rotation Drive Mode
    旋轉(zhuǎn)驅(qū)動模式
    Control the object's rotation with either X & YZ or Slerp Drive by itself
    用X&YZ角驅(qū)動或插值驅(qū)動控制物體的旋轉(zhuǎn)
  • Angular XDrive
    X軸角驅(qū)動
    Definition of how the joint's rotation will behave around its local X axis. Only used if Rotation Drive Mode is Swing & Twist
    定義關(guān)節(jié)如何繞X軸旋轉(zhuǎn)。只有當(dāng)旋轉(zhuǎn)驅(qū)動模式為X&YZ角驅(qū)動時才有效
  •     Mode 模式
    Set the following properties to be dependent on Target Rotation, Target Angular Velocity, or both
    可以設(shè)置為目標(biāo)旋轉(zhuǎn)、目標(biāo)角速度或兩者都是(此處在邏輯上是正確的,但是在3.5.0f1版本中的選項(xiàng)不是這樣,而是目標(biāo)位置和目標(biāo)速度)
  •     Position Spring 位置彈簧
    Strength of a rubber-band pull toward the defined direction. Only used if Mode includes Position
    朝著預(yù)定義的方向的橡皮的拉力。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Position Damper 位置阻尼
    Resistance strength against the Position Spring. Only used if Mode includes Position
    抵抗位置彈簧的力量。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Maximum Force 最大力
    Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity.
    使物體到達(dá)預(yù)定義方向的力。只有當(dāng)模式中包含目標(biāo)速度時才有效
  • Angular YZDrive
    YZ軸角驅(qū)動
    Definition of how the joint's rotation will behave around its local Y and Z axes. Only used if Rotation Drive Mode is Swing & Twist
    定義關(guān)節(jié)如何繞Y軸和Z軸旋轉(zhuǎn)。只有當(dāng)旋轉(zhuǎn)驅(qū)動模式為X&YZ角驅(qū)動時才有效
  •     Mode 模式
    Set the following properties to be dependent on Target Rotation, Target Angular Velocity, or both
    可以設(shè)置為目標(biāo)旋轉(zhuǎn)、目標(biāo)角速度或兩者都是(此處在邏輯上是正確的,但是在3.5.0f1版本中的選項(xiàng)不是這樣,而是目標(biāo)位置和目標(biāo)速度)
  •     Position Spring 位置彈簧
    Strength of a rubber-band pull toward the defined direction. Only used if Mode includes Position
    朝著預(yù)定義的方向的橡皮的拉力。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Position Damper 位置阻尼
    Resistance strength against the Position Spring. Only used if Mode includes Position
    抵抗位置彈簧的力量。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Maximum Force 最大力
    Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity
    使物體到達(dá)預(yù)定義方向的力。只有當(dāng)模式中包含目標(biāo)速度時才有效
  • Slerp Drive 插值驅(qū)動
    Definition of how the joint's rotation will behave around all local axes. Only used if Rotation Drive Mode is Slerp Only
    定義關(guān)節(jié)如何繞所有局部旋轉(zhuǎn)軸旋轉(zhuǎn)。只有當(dāng)旋轉(zhuǎn)驅(qū)動模式為插值時才有效
  •     Mode 模式
    Set the following properties to be dependent on Target Rotation, Target Angular Velocity, or both
    可以設(shè)置為目標(biāo)旋轉(zhuǎn)、目標(biāo)角速度或兩者都是(此處在邏輯上是正確的,但是在3.5.0f1版本中的選項(xiàng)不是這樣,而是目標(biāo)位置和目標(biāo)速度)
  •     Position Spring 位置彈簧
    Strength of a rubber-band pull toward the defined direction. Only used if Mode includes Position
    朝著預(yù)定義的方向的橡皮的拉力。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Position Damper 位置阻尼
    Resistance strength against the Position Spring. Only used if Mode includes Position
    抵抗位置彈簧的力量。只有當(dāng)模式中包含目標(biāo)位置時才有效
  •     Maximum Force 最大力
    Amount of strength applied to push the object toward the defined direction. Only used if Mode includes Velocity
    使物體到達(dá)預(yù)定義方向的力。只有當(dāng)模式中包含目標(biāo)速度時才有效
  • Projection Mode 投影模式
    Properties to track to snap the object back to its constrained position when it drifts off too much
    當(dāng)物體離開它受限的位置太遠(yuǎn)時讓它迅速回到它受限的位置
  • Projection Distance 投影距離
    Distance from the Connected Body that must be exceeded before the object snaps back to an acceptable position
    當(dāng)物體與其相鏈的肢體的距離差異超過投影距離后,物體才會迅速回到一個可接受的位置
  • Projection Angle 投影角度
    Difference in angle from the Connected Body that must be exceeded before the object snaps back to an acceptable position
    當(dāng)物體與其相鏈的肢體的角度差異超過投影角度后,物體才會迅速回到一個可接受的位置
  • Congfigure in World Space
    在世界空間中配置
    If enabled, all Target values will be calculated in World Space instead of the object's Local Space
    如果啟用了此選項(xiàng),所有與目標(biāo)相關(guān)的計算都會在世界空間中進(jìn)行而不是在物體的局部空間中進(jìn)行
  • Break Force 斷開力
    Applied Force values above this number will cause the joint to be destroyed
    當(dāng)施加的力大于此值是,關(guān)節(jié)會破裂
  • Break Torque 斷開扭矩
    Applied Torque values above this number will cause the joint to be destroyed
    當(dāng)施加的力矩大于此值是,關(guān)節(jié)會破裂

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