JointInstance
*Bu içerik, tercih ettiğin dilde çok yakında mevcut olacak.
JointInstance is the base class for joints such as Welds and Motors.
Weld, WeldConstraint, Motor, and Motor6D all combine multiple parts into the same assembly. Every assembly has a root part (BasePart:GetRootPart()) and when C0/C1 of a JointInstance is modified, the root part will stay where it was.
Welds do not have any directionality. You can imagine rigid joints forming a tree branching down from the root part. All the parts down the tree from root will move, and their welded "children" in this tree will move with them.
Özet
Özellikler
Determines if the joint is currently active in the world.
Determines how the offset point is attached to JointInstance.Part0.
Is subtracted from the JointInstance.C0 property to create an offset point for JointInstance.Part1.
Sets whether the joint is active or not.
The first BasePart that the joint connects.
The second BasePart that the joint connects.
Özellikler
Active
This property determines if the joint is currently active in the world. If true, the joint is active.
If the JointInstance is not in Workspace or JointsService, or one of its parts is not in Workspace the joint will be inactive.
Rigid joints like Weld, Snap, WeldConstraint, Motor, or Motor6D may also be disabled due to conflicts with other rigid joints, such as joints between the same two parts or indirect cycles in the weld graph. Joints disabled this way may be re-enabled later when another joint or part is added or removed.
C0
C0 is the position aspect of the orientation between two parts in a weld. JointInstance.Part0 and JointInstance.Part1 move accordingly to this value, which denotes their respective positions.
C1
Is subtracted from the JointInstance.C0 property to create an offset point for JointInstance.Part1.
Enabled
This property sets whether the joint is active or not.
When this property is set to true, if the joints's JointInstance.Part0 and JointInstance.Part1 properties are set, then the joint will ensure that its two parts will be connected and behave according to joint type (e.g. Welds, and Snaps).
See also:
- JointInstance.Active, determines if the joint is currently active in the world