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AlignOrientation

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AlignOrientation

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AlignOrientation is a constraint that applies a torque to make its attachments align. Like other constraints, this has two Attachment|Attachments. In this case, the two attachments are constrained to be oriented in the same direction but not necessarily the same position.

By default, this constraint only applies torque on the parent of Constraint/Attachment0|Attachment0, although it can be configured to apply torque on both attachments. This torque can be limited to a max amount via AlignOrientation/MaxTorque.

Note that any torque created by AlignOrientation will be applied about the center of mass of the parent of the attachments (or the center of mass of parts rigidly connected to the parents). Also note that if this constraint attaches one part (A) to another part (B) that is anchored or connected to an anchored part (Z), part A will not be locally simulated when interacting with a player.

Properties

float

MaxAngularVelocity

The maximum angular velocity the constraint can use to reach its goal.

float

MaxTorque

The maximum torque the constraint can use to reach its goal.

bool

PrimaryAxisOnly

If set to true, then the AlignOrientation will only apply torque if the primary axis of its Attachment0 becomes unaligned with Attachment1. This means that any rotation about the Attachment0’s primary axis will not create a torque.

bool

ReactionTorqueEnabled

When true the constraint will apply torque on both Attachments to achieve the goal.

float

Responsiveness

Used to control how quickly the constraint will reach its goal. Higher values will cause the attachment to align quicker. Value can be between 5 and 200.

bool

RigidityEnabled

When set to true, the solver will react as quickly as possible to align the attachments. When false, the torque is dependent on AlignOrientation/MaxTorque, AlignOrientation/MaxAngularVelocity, and AlignOrientation/Responsiveness.

Functions

Events