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question about moving character joints --seems to break
I'm trying to create a character joint between two arm bones on a figure in the inspector. I add rigidbody to both bones. I create the Characterjoint and specify the connectedbody it creates the joint. In the scene view I move the figure's arm slightly with the mouse and then the arm falls like he's made out of dough. I've also tried dropping a cube on the arm and again it seems to break and stretch out like it's not connected?
Is there some setting in the character joint inspector that prevents this behavior.
Thanks,
Answer by Jake.OConnor · Dec 11, 2012 at 05:41 AM
Set the break force and break torque (I think that's what they're called) in the joint to 0 or -1. This means that they won't break. Unless you have multiple meshes, breaking bones will stretch the mesh in horrifying and hilarious ways.
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