In my scene I want to break a pin constraint when a certain force property value gets crossed. Unfortunately, the pin constraint doesn`t provide controls for that. So I took a look at the spring constraint, which does just that by using the “Two State Constraint Relationship” node - switching from a “spring relationship” to “no relationship” as soon as a force threshold gets passed.
So I rebuilt that using a “hard constraint relationship” node instead of the “spring relationship” node. And here is my problem:
When using the hard constraint node the force property is always set to zero, so it can never “break”. Is this a bug or am I missing the obvious? It definitly should work as this is from the docs of the “constraint relationship” node:
Two State Constraint
Acts as a hard constraint until certain forces are met, then acts like a spring constraint.
The constraint switches between a hard and a spring constraint based on the motion of the constrained object:
*
When the constraint is hard, if the “pull” of the object goes beyond the Two State Max Force value, the hard constraint will “let go” and turn into a spring constraint.
*
When the constraint is a spring, if the object gets within the Two State Min Distance of the goal, the spring will turn into a hard constraint.
Two State Max Force
Sets the force threshold for changing a two state constraint from the hard constraint state to the spring constraint state.
The quoted letting go never happens, only the “from spring to hard constraint” part works.
I have attached a simple example scene using the “constraint relationship” node to switch from hard to spring constraint and back with only the spring to hard part working.
Thanks!