Ball Socket
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Revision as of 18:39, 27 October 2009 by Crazy Quebecer (Talk | contribs)
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Brief
The Ball Socket tool is similar to axis, but the object may rotate in any direction as long as the two joined props remain in the same distance.
Instructions
- Fire at any point on any object.
- Fire at any point on any other object.
The two objects are now attached with an invisible ball-and-socket joint. This is like a weld in that the objects keep their distance relative to each other, but they are free to rotate in all directions around the ballsocket point.
Variables
- Force Limit
- The amount of force (in pounds) that it takes to break the ball-and-socket joint.
- Torque Limit
- This is sets how resistant the rotation engine should be.
- No Collide
- If selected, objects that are ballsocketed will pass freely through each other.
Useful hints
- The ballsocket is easily one of the lesser used constraints, however, it has a few crucial uses that everyone should take the time to learn.
- A primary use for a ballsocket is to get one prop to 'orbit' another. In all actuality, point A is ballsocketed to point B, so take care in what, and definitely where you set both points.
- The next most common use for a ballsocket is creating a hinge. In situations where axis is not possible or strong enough for a hinge, 2 ballsockets do the job very well. However, extra special attention to detailed is required to get a nice, even hinge. If it is off by even a little, the hinge will be uneven and 'sway'.
- Also remember to turn off the No collide option unless it is relevant to what you're doing. If you forget to turn it off and you ballsocket an object to the map, that object will simply fall through the map and will be difficult, if not impossible to retrieve.
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