The physics engine includes the following Constraints that behave as conceptual mechanical connections, including hinges, springs, ropes, and more. In addition, various mover constraints are available to exert directional or rotational force upon assemblies.
Constraint visualization
To accurately visualize constraints in Studio, you can toggle the following from the View menu or through the respective shortcut:
- Show Welds (AltW or ⌥W) — Show WeldConstraints separately from the visualization of other constraints.
- Show Constraint Details (AltD or ⌥D) — Show complete visual details of non-weld constraints.
Create constraints
All mechanical constraints must connect one or two Attachments or Bones, except for WeldConstraint and NoCollisionConstraint. When connected to Bones, the constraint will use their animated position and orientation.
To create a mechanical constraint, you can either insert one from the Constraint picker/button or through the Explorer window.
In Studio's Model tab toolbar, click‑hold over the small corner arrow on a constraint button to open its picker menu, then select the desired constraint.

In the 3D viewport, hover over any Part or MeshPart and click to add a new Attachment to the part at the visualized point. Alternatively, hover over and click an existing Attachment or Bone to use it for the constraint.
Most mechanical constraints require a secondary attachment in their functionality, so the tool will typically prompt you to repeat the previous step on another Part, MeshPart, Attachment, or Bone.

Completed SpringConstraint connecting two attachments
Physical simulation
To simulate physics while moving or rotating parts, you can switch from Geometric mode to Physical mode in Studio's toolbar, effectively forcing parts to obey physical limitations. For example, if two parts are attached by a RopeConstraint and you drag one part around the scene, the other part will follow as the rope becomes taut.
