Pin Joint

The distance joint tries to keep the two specified particles at a fixed distance from each other. This is useful for glueing two particles together, or for creating a spring-like effect between two particles.

The pin joint tries to keep a particle at a fixed world position. This is useful for hanging objects for example.

To use the pin joint, you need to:

  1. Add the Pin Joint component on a GameObject.

    To add the Pin Joint component, click on Add Component > MAGES > Mesh Deformations > Joints > Pin Joint.

    ../../../_images/AddPinJoint.PNG
  2. Assign the Actor that you want to connect with the Joint:

    Drag and drop the actor in the Actor field:

    ../../../_images/AssignActorsPinJoint.PNG
  3. Specify the particle of the actor that you want to connect.

    You can specify the particle by using the Pin Joint Editing Tool. To enter the Pin Joint Editing Mode, click on the Edit Pin Joint button from the scene toolbar:

    ../../../_images/edit-pin-joint.PNG

    Once you are in the Pin Joint Editing Mode, you can select the particle that you want to pin with the joint by clicking on it. The selected particle will be highlighted in red color, and a line will be drawn between the particle and the pin position:

    ../../../_images/edit-pin-joint-tool.PNG
  4. Fine tune the Joint properties.

    Below you will find a list of the properties of the Pin Joint and a short description of them:

    Property

    Description

    Actor

    The actor this pin joint is for.

    Simulation Mesh Particle Index

    The index of the pinned particle of the actor. Will be set from the Pin Joint Editing Tool.

    Pin Position

    The position the pinned particle will try to achieve, specified in this object’s local space.

    Compliance

    A value from [0, Infinity] that indicates how stiff the joint will be. Lower values will make the joint stiffer.

    Breakable

    When enabled the joint will break if the force applied to it is higher than the Break Force.

    Break Force

    The force that when exceeded the joint will break. Only valid when the Breakable flag is set.