JOINTS TAB
NOTE:
At least one joint must be selected for the properties to be active.
   
1
Insert Joint
These buttons insert a joint of the given type.
2
Change Connection
You can change the Actors the current joint is connected to by pressing this button, and then clicking on your chosen Actor in the editor. Clicking on empty space will disconnect the joint. A joint needs at least one Actor connection to function.
3
Joint Name
Names are simply to help with organisation and clarity of purpose, and they can even be used in your own game or application to help with identification.
4
Stiffness
Affects the stiffness of the joint. Only applies to the Newton engine.
5
Self-Collision
If this box is checked, then two Actors connected by a joint will collide with eachother.
6
Breakable

By setting these values higher than zero, you enable breakability of the joint. These values may differ in strength depending on the physics engine you use.

Setting joints as breakable can help the stability of a simulation, and prevent joint explosions, as they will break instead of "freaking out".

7
Joint Projection
If joint projection is active, a joint will take harsh measures to prevent separation. See your physics engine's manual.
8
Iterations
A higher iteration count will lead to a sturdier, more accurate joint, at the cost of performance.
9
Joint Limits

Sets limits for the motion of the joints. Only certain limits are available for certain joint types.

1O
Springs
Currently Springs are only supported by the PhysX plugin. See your physics engine manual for information on its useage. (or just experiment).