Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by aleiby · Dec 12, 2012 at 07:21 AM · physicsjointscharacterjoint

Is it possible to use ArticulationJoints in Unity?

nVidia's PhysX implements a type of joint called an ArticulationJoint. Since Unity uses PhysX for their underlying physics, it seems likely they have wrapped this up. CharacterJoint looks a lot like an ArticulationJoint, but it's not clear to me how you would go about setting target orientation or velocity.

http://docs.unity3d.com/Documentation/ScriptReference/CharacterJoint.html

http://docs.unity3d.com/Documentation/Components/class-CharacterJoint.html

Some excerpts from nVidia's documentation on articulation joints:

The only form of articulation joint currently supported is an anatomical joint, whose properties are similar to D6 joint configured for a typical rag doll. Specifically, the joint is a spherical joint, with angular drive, a twist limit around the child joint frame's x-axis, and an elliptical swing cone limit around the parent joint frame's x-axis. The configuration of these properties is very similar to a D6 or spherical joint, but the options provided are slightly different.

Articulations are driven through joint acceleration springs. You can set a position target, a velocity target, and spring and damping parameters that control how strongly the joint drives towards the target. You can also set compliance values, indicating how strongly a joint resists acceleration. A compliance near zero indicates very strong resistance, and a compliance of 1 indicates no resistance.

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image petersvp · Aug 23, 2017 at 07:51 PM 0
Share

I've posted Feature Request here: https://feedback.unity3d.com/suggestions/implement-physx-articulations-ropes-chains-stable-joints-stable-robotics-and-so-on - Vote on it

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by yant · Dec 22, 2014 at 11:10 AM

This is quite an old question but I've been looking at what people post about Articulated Physics lately and ran across this. In case someone else comes here this way as well I'd like to clarify that CharacterJoint does not use ArticulationJoint in Unity. CharacterJoint and ConfigurableJoint are both the same type of PhysX joint: D6, but CharacterJoint just exposes less parameters.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

11 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to make Character Joint rotate towards a rest position? 0 Answers

Physics (Joint) different in build to in editor 0 Answers

When a configurable joint object is a fixed joint of another object 0 Answers

Configure configurableJoint to act as the disctontinued driveJoint 0 Answers

Questions about physics based combat (animation + collision, hinge joints++) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges