2. The Transform that are used for Joints can be divide into 3
Categories,
1. Base Joint – Stationary, Must not move
2. Main Joint – Will do translate Position, but will not do rotation on
its own without Anchor Transform
3. Pendulum Joint – Use to apply Rotation to Main Joint,
Pendulum will do translate, but will not rotate on its own.
Base
(Top Parent) Main
(The Middle)
Pendulum
(Last in Hierarchy)
3. Base Joint is at the top of the Hierarchy.
It require Rigidbody to be attached.
Since Base have no need to transform,
All of the Constraints should be turn on.
4. Main Joints are the Transform at the middle and require rotations to
be made.
It require Rigidbody and Configurable Joint to be attached.
How much this Joint will translate or rotate is based on the Mass
setting of RigidBody in Connected Joints.
5. Pendulum Joints are the Transforms at the end of Hierarchy.
It require Rigidbody and Configurable Joint to be attached.
This joint will not do rotation on its own,
Its Mass setting will determine how much the Main Joint it attached
to will rotate.
6. Configurable Joint is the most Complex type of Joint available in
Unity.
It require Intensive Setup.
However, It also have more Controls compare to other Joints
available.
7. These are settings that found to be working with this Project.
The Same Settings are not Guarantee to work with others.
8.
9. In this experiment,
Left Boobs have an extra Transform used as an Pendulum, while the
other Side-Transforms have no Joint Attached.
No Joint
11. Nevertheless, the result on the Original Setting doesn’t work that
well either
Use Side-Transforms
as Pendulum
Use only
Extended Transform
as Pendulum
12. To go One Step Further
We go for the 5 Pendulum Setup!
Up
Down
Left
Right
Extended
Base
Main