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The JOINT system has been removed and is not available anymore.

Joint

A joint is a way to link ("join") moving physical prims together in SL.

Andrew Linden once wrote (source?; slightly edited to match the current state of SL):

All About Joints

Here is a quick rundown of joints.

To fully understand this quick tutorial you should already know all about linking. That is, you should know what the "root primitive" of a linked set is.

Making Joints

Each joint connects two objects. For this discussion I will call one of them the arm and the other the pivot.

To make a joint, select one of the objects, then hold down the shift key and select the second object. Go to the menu "Tools -> Make Joint" and select the type of joint you want.

The first object you selected will be the arm and the second object you selected will be the pivot.

For best results, disable "physics" for the two pieces before the joint is created. Then enable "physics" on the appropriate pieces.

Note that until one of the pieces has "physics" enabled, selecting one will not necessarily select the entire jointed object. However, when one of the pieces has "physics" enabled then selecting one should automatically select the other piece.

Hinge

If you enable "physics" just for the arm, then the arm will rotate about the pivot's local Z-axis (i.e. the blue one) that passes through the center-of-mass of the pivot's root primitive.

If you enable "physics" just for the pivot, then the pivot will rotate about its own local Z-axis that passes through its center-of-mass.

This is how you make a "wheel-like" joint: secure the arm and use a cylindrical pivot that is free to rotate. Don't even bother trying to make a car using 4 wheels. Joints are not stable enough to make vehicles yet, but you can make doors, propellers (maybe), and some other stuff that doesn't suffer too many complicated collisions.

If you enable "physics" for both, well... you get both.

Point-to-Point

If you enable "physics" for just the arm then the arm will swing freely from the center of mass of the pivot's root primitive. The arm will also be able to spin about the axis that connects it to the pivot.

If you enable "physics" for just the pivot then... uh... oops, that's bugged. The point of swing is not right... I'll have to fix it.

The wind-chimes were made using point-to-point hinges.

Limited Point-to-Point

Don't use limited point-to-point joints for things you want to last for very long. The limited point-to-point joint has some problems surviving the save-load cycle which we haven't had time to fix yet. However, making a fresh one should work.

Basically, it is the same as the point-to-point except the center of the joint is the midpoint between the two centers of mass, and the amount of swing to the side is limited. Think of it like your shoulder (except with spin)... you can't swing your arm to arbitrary orientations behind you.



Andrew Linden explains the joint removal process in this forum post.


Physics | Physical | Link
Comments [Hide comments/form]
How do you specify a 'limited point-to-point' as of 1.6?
-- StefanNilsson (2005-07-11 10:00:38)
Sitting on joints screws them up after you stand up.
-- EepQuirk (2006-03-01 03:00:49)
as of 1.9 joints can't be made from the tools menu - is there a way to script it?
-- HazVega (2006-04-01 13:43:26)
Nope, the joint API has never been exposed to scripts.
-- ChristopherOmega (2006-04-01 16:01:22)
So I'm basicly screwed if I want to make a joint?
-- HazVega (2006-04-09 14:36:47)
Yes (unfortunately).
Joints were depreciated to ease the transition from Havok 1.0 to Havok 3.0 (a very good thing).
-- ChristopherOmega (2006-04-09 19:29:10)
Now there's a bargain! Didn't realise that was the case.
-- HazVega (2006-04-12 14:32:30)
I'll beleive it when I see it.
-- BlindWanderer (2006-04-12 19:59:38)
So joints don't work anymore? Damn, right when I could've used them too. I have my doubts they were clunky though.
-- EagleBird (2006-08-13 19:25:23)
They were clunky. Not only could objects that made joints not be linked to other objects, but they were very touchy: moving the child prim too far or rotating it the wrong way would result in it simply disappearing, but the joint would remain.
-- DolusNaumova (2006-08-14 08:14:39)
hi, in the tools menu, there are no make joint command
-- pc-li-s.cas.mcmaster.ca (2007-05-24 08:20:27)
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