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Question by Giantbean · Dec 28, 2019 at 05:07 PM · physicsjointsgizmosconstraints

unity 3d configurable joint constraints gizmo makes no sense

The configurable joint and some times other joints simply don't respect the constraints. I am a visual person and when you set up a joint you can press the Edit Joint Angular Limits button in the inspector to get a gizmo in the scene view. The tiny hard to see gizmo is as far as I can tell supposed to tell you where the jointed object can move. Please correct me if I am wrong about that but isn't the jointed object supposed to stay within the wedge area shown in the joint gizmo? Joint expectation verses reality I will make a joint and set its constraints but instead of going to the max and min the object picks some arbitrary point as its max and another as the min. This is sometimes completely different from the expected results making it impossible for me to fix the issues I am having in my project. Some times the joint does things like this: Expectation Verse reality part 2 What is up with this? https://gfycat.com/sinfulformalchrysalis GIF or issue in action I have read every manual page tutorial question and forum I can find on the issue as well as watched all the video tutorials i can find and none of them address this or tell you how to set up a joint precisely. Instead they just say play with the joints settings until you get it right. Well I have been fussing with the joints for two weeks! They don't work for anything with any complexity so I really need some one to explain this, Point me at a tutorial that actually covers this, or please tell if they know of a game engine that actually works in regards to joints constraints and non humanoid rigs.

P.S. Anyone know if this is fixed in DOTS or HAVOK?

messedupjointconstraint.png (221.5 kB)
jointconstraintissues.png (176.8 kB)
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avatar image Twinklier · Dec 29, 2019 at 07:37 AM 0
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what a cute ass presentation XP

avatar image Giantbean Twinklier · Dec 29, 2019 at 06:07 PM 0
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Thanks Any idea how to fix it?

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Answer by Giantbean · Dec 30, 2019 at 07:02 PM

I gave up on the configurable joint and used multiple Hinge joints. The hinge joint min and max has to be in a -180 to 180 range and has no rotation which caused some issues but by resetting the models rotation and zeroing it out in Maya with the flipped transform I was able to get the joint to work as needed. Even the hinge joint has issues with its Gizmo not showing the true range of motion but I have given up on making this work any better and feel one step closer to moving to Unreal Engine.

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Answer by AlanMattano · Aug 23, 2021 at 10:36 PM

This is more a general answer but works. There is an old tutorial in Unity3 that explains the setup: https://archive.org/details/3dbuzz-archive/unity-fundamentals-part-04/020-physics/013-13-configurable-joint.mp4

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