I’m trying to do a 3D humanoid body animated by realistics muscles but I want it to interact only in two dimentions like in a 2D platform game.
The Z translation and the Y and X rotation have to be frozen.
For now, I use ArticulationBody, this give me a perfect way to move muscles in precise ways ans lock movements, but I don’t know a good way to froze axis.
So what’s the question about 2D-Physics? I only ask because you’ve tagged it 2D-Physics despite this looking like a question about 3D-physics.This puts your question in the 2D product area.
The question just seems to be asking about how to lock constraints on a 3D Rigidbody. Those are right there in the inspector and in the manual/scripting reference.
I’ll remove the tag for you if it’s nothing to do with 2D-physics.
I’ve tagged 2D Physics beacause if there is a way to do an “ArticulatioBody like” component in 2D, i’m interested to know how I can do that.
However, if it’s deplaced I can remove the tag.
I Know RigidBody provide constraint to freeze axis positions/rotation and that’s exactly what I want to do but with ArticulatioBody component because, i guess, ArticulationBody are the best way to make joins with precise DoF, movements, torque and angles targeting for simulate human movements.
So you seem to be asking about 3D-physics here as ArticulationBody is 3D-Physics so you should tag it for that and not 2D-Physics. The 2D-Physics isn’t a tag to be used when you’re simply doing 2D movement, it’s for when you’re actually using 2D-Physics. Adding the tag just causes confusion.
If you want to ask about 3D-Physics and it’s features then please use the tag “physics” which puts your question in the “Physics Product Area”.