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Relations > Joint constraints > Ball joint constraint
Ball joint constraint
This relation creates a position and rotation connection between two objects that allows for rotation around all three axes. This type of joint is similar to an ankle joint, a universal joint, or a joystick. It allows one object to pivot freely around another. You can also limit the amount of freedom in a constraint by setting angle limits. For example, the joystick can pivot freely but it cannot move lower than its base.
Example: Applying a ball joint constraint
- Create a sphere.
- Create a cylinder, and set its height to 4 and a width to 1.
- Multi-select the cylinder and the sphere, in that order.
- Choose Relations > Joint Constraints > Ball.
- Choose View > Display > Constraints.
A blue sphere appears to represent the ball joint.
- Turn off the Lock button. This will enable you to offset the cylinder's position. Translate the cylinder up on the Y axis.
To test the constraint, turn on the Lock button and translate the cylinder in all viewports. It is constrained to the sphere and can only rotate around the ball joint that you created. Translate the sphere to verify this. You could also select the ball joint and offset it if you wanted to change the actual rotation point.
- Select the constraint and turn on Enable joint limits in the Parameter Editor.
This will constrain the cylinder to move freely around a certain opening.
- Adjust the maximum limit angle, and notice the opening in the ball joint widening or narrowing.
- By default it is the X axis of the cylinder that is constrained. Change Constrained axis to
0, 1, 0 (the Y axis). Translate the cylinder and notice how it moves freely within the opening you set with the Maximum limit angle.Ball Joint Constraint Parameters
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