Adding limits to physics asset joint rotations
Try turning your forearm as far as you can. You'll immediately see it rotates more in some angles than others. This is true of many joints in your body. To allow a character's physics asset to work correctly we create such joint rotation limits in the PhAT Editor.
How to do it...
Either continue from where you were in the previous recipe, Setting up a Physics Asset using PhAT, or, if you haven't completed the asset so far, double-click instead the provided asset Packt.Mesh.Packt_CharPhysicsLimitsStart.
- In the PhAT Editor, press J a couple of times to cycle collision to shaded, and press the Draw Ground Box icon [ ] to turn off the ground.
- Setting up rotation limits will help the joints behave more naturally. UDK uses a one dimensional arc limit and a two dimensional cone limit. Exit simulation mode (S) and press the B icon [ ] under the edit menu. This will turn to a C, and the view should change, showing that we're now in Constraints mode...