Community:Constraint dampening: Difference between revisions

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[[File:Constraint dampening example.gif|thumb|animated example]]{{Noticebox/Community}}
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Constraint dampening or self referencing constraints, is a way to gradually have a constraint follow a source transform instead of snapping to it. This is mainly used on avatars, but can be used in worlds as well.  Main constraint types used are Parent, Position, Rotation, and Scale constraints.
Constraint dampening or self referencing constraints, is a way to gradually have a constraint follow a source transform instead of snapping to it. This is mainly used on avatars, but can be used in worlds as well.  Main constraint types used are Parent, Position, Rotation, and Scale constraints.[[File:Constraint_dampening_example.gif|border]]


== Setup ==
== Setup ==

Latest revision as of 00:13, 27 October 2024

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Constraint dampening or self referencing constraints, is a way to gradually have a constraint follow a source transform instead of snapping to it. This is mainly used on avatars, but can be used in worlds as well. Main constraint types used are Parent, Position, Rotation, and Scale constraints.Constraint dampening example.gif

Setup

Editor setup example

To setup add the Gameobject that the constraint is on to one of the sources for your constraint, and have its weight set to 1. The other sources will be what you want the constraint to move towards. You can adjust the speed of the constraint by changing the weight of the other sources. Higher values is faster, and lower values is slower.