| Constraint | Attachment
Sets the options for the spring constraint (a spring-like shaft) to determine its behavior in a rigid body simulation. The
spring constraint is based on Hooke's law which states that the force a spring exerts is directly proportional to how much
it extends (its length).
: Choose or from the Simulate menu. Then pick the location for the constraint object and the rigid bodies to be constrained.
: Select the spring constraint object and press Enter.
For more information in general, see Types of Rigid Body Constraints [ Simulation].
Constraint
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Toggles the activeness of the constraint. Deselect this option to mute the constraint, which prevents it from affecting the
simulation.
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Toggles the display of the constraint object in a view.
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Toggles the collision state of rigid bodies that are attached together by this constraint. For example, if you don't want
a forearm to collide with a biceps, deselect this option.
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Parameters
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The constant that determines the strength of the spring (the spring coefficient in Hooke's law). Kp is multiplied by the extension
of the spring (beyond its rest length) to determine the force exerted on each rigid body. The units are based on Newtons per
meter.
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Reduces the velocity of the constrained object. Kd is the damping coefficient, which is multiplied by the rigid bodies' mutual
velocity to determine the damping force (which acts in the opposite direction as the ). The units are in Newtons per meter per second.
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The length in Softimage units to which the spring tries to return during the simulation.
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Feedback
These parameters are for informational purpose only: you cannot modify them.
Attachment
These parameters allow you to offset the position of the spring's attachment points on either constrained rigid body.
These parameters are available only if you are using the PhysX dynamics engine.
For more information, see Offsetting Spring and Slider Constraints [ Simulation].
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Using the sliders, offset the position of spring's attachment point to the Body A rigid body while remaining anchored to the Body B
rigid body. Body A is the first rigid body that you picked when you created the spring constraint.
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Using the sliders, offset the position of spring's attachment point to the Body B rigid body while remaining anchored to the Body A
rigid body. Body B is the second rigid body that you picked when you created the spring constraint.
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