Two new properties appear when you select this option :Įnter in this property the minimal distance between the two objects, in pixels. The object will be linked to the parent object by an invisible piston, and will only move on its axis. If a force is applied to the joint, the axis will start to resonate at this frequency.Įnter in this property a damping value from 0 to 100, that will stop the axis from resonating. Two new properties appear if this option is selected :Įnter in this property the resonance frequency of the joint, in Hz (number of vibrations per seconds). If the lower value is higher than the upper angle, the joint will have no angle limits.Įnter in this property the maximum angle of the joint, in degrees.Ī distance joint is created : the object will stay at a fixed distance from the parent object, and will swing on its axis. If the two values are equal, the joint will have a fixed angle. If this option is selected, two new properties appear :Įnter in this property the minimum angle of the joint, in degrees. This is the default value.Ī revolute joint is created: the object will spin around its axis, and will be firmly linked to the other object. No joint is created, the object is independant from any attach. This property indicates which kind of joint to create. This allows you to create cars with moving wheels, animated skeleton-based characters, flippers etc. A value of 200 will put a gravity twice as strong on the object, and thus make it fall faster.Ĭlickteam Fusion 2.5 allows you to automatically create a joint linking your object to another. A value of 0 makes the object float in the air. A value 100 will apply the gravity as defined in the Physic Engine object. This property contains a percentage indicating how much of the physical world gravity must be applied to this object. You have to call a "Set speed" action to reset the speed of the object and re-launch it. Even so, the speed of the object will slowly decrease and the object will finallly stop. Please note that this property must be set to the maximum in order for the object to bounce on other objects. Intermediate values change the bouncing factor, and how the momentum is transfered while bouncing. Use a value of 100, and the object will bounce, keeping the momentum of its movement. Use a value of 0, and the object will stop as soon as it collides with another object. This property contains the elasticity factor of the object. A friction of 100 will make it stop when it collides with another object (and will influence the other object).
A friction of 0 will make the object slide on the other object (like ice-skating). This property defines how the object behaves when it is colliding with another object. The mass of the object is calculated by the engine from the surface of the object and from the density. A dense object will be heavier, and therefore more difficult to move when colliding with other objects. This property contains the density of the object, a number from 0 to 100. If checked, the angle of the object will be forced to the direction of the movement, and it will not be able to rotate on itself. The rotation depends on the collisions with the object. If this property is unchecked, the object will be able to rotate on itself while moving. Use a value greater than 0 and it will slow down until it stops completely. Use a value of 0, and your object will move forever. This property contains the deceleration factor of the object. The object is created in the Initial Direction with the chosen speed. This property contains the speed of the object upon creation. If you select more than one direction, the final direction is chosen at random when the object is created.
Choose the direction at which the object will be created.