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Shrinkwrap Constraint

The Shrinkwrap constraint is the “object counterpart” of the Shrinkwrap modifier. It moves the owner origin and therefore the owner object's location to the surface of its target.

This implies that the target must have a surface. In fact, the constraint is even more selective, as it can only use meshes as targets. Hence, the Shrinkwrap option is only shown in the Add Constraint to Active Object menu, CtrlAltC, (or its bone’s equivalent), when the selected inactive object is a mesh.

Options

Shrinkwrap panel
Target
This constraint uses one target, which must be a mesh object, and is not functional (red state) when it has none.
Distance
This numeric field controls the offset of the owner from the shrunk computed position on the target’s surface.
Positive values place the owner “outside” of the target, and negative ones, “inside” the target.
This offset is applied along the straight line defined by the original (i.e. before constraint) position of the owner, and the computed one on the target’s surface.
Shrinkwrap Type
This drop-down list allows you to select which method to use to compute the point on the target’s surface to which to translate the owner’s center. You have three options:
Nearest Surface Point
The chosen target’s surface’s point will be the nearest one to the original owner’s location. This is the default and most commonly useful option.
Projection
The target’s surface’s point is determined by projecting the owner’s center along a given axis.
This axis is controlled by the three X, Y and Z toggle buttons that show up when you select this type. This mean the projection axis can only be aligned with one of the global axes, median to both of them (XY, XZ or YZ), or to the three ones (XYZ).
When the projection of the owner’s center along the selected direction does not hit the target’s surface, the owner’s location is left unchanged.
Nearest Vertex
This method is very similar to the Nearest Surface Point one, except that the owner’s possible shrink locations are limited to the target’s vertices.




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User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
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Controllers

Introduction
Controller Editing
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Introduction
Actuator Editing
Common Options
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Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

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Python API

Introduction
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Deploying

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Android Support

Android Game development