VoidInteractDOCUMENTATION2.0.0
Quick startGet VoidInteract

Move and rotate a prop

Set a start and end pose directly in the viewport. Use this for props that travel and turn together.

See the end pose

One interaction moves a prop to its authored end pose. The reverse returns to its starting pose.

One start, one end

StartEnd pose
Concept diagram: travel and rotation happen together between two poses.

The original object is the start pose. The blue ghost is the end pose. This is a two-pose motion, not a multi-point animation timeline.

Set the end pose

  1. Select the prop and Load selectionChoose Behavior → Move & rotate. The end pose initially matches the original.
  2. Drag the square handlesMove the ghost toward its destination. These handles move the end pose, rather than a hinge point.
  3. Choose X, Y or Z and drag the ringTurn the end pose around that axis. Hold Shift for 5-degree steps.
  4. Preview motion, then ApplyReview the complete combined path. Original geometry stays at the start while authoring.
Move & rotate positions the cup’s ending pose. The original stays on the worktop. The translucent copy and colored controls show the proposed destination.
Move & rotate positions the cup’s ending pose. The original stays on the worktop. The translucent copy and colored controls show the proposed destination.

Controls

ControlWhat it changes
Travel X, Y, ZOptional exact displacement in the original object’s local coordinates. Dragging handles updates it.
Rotate axisSelects which local axis the ring rotates around. Different axes can be combined.
Pick goalPlaces the end pivot at a clicked surface point. Preview for contact or overlap before applying.
Reset poseRestores the end to the original position and orientation.
Duration and easingControl the time and interpolation between the poses.
Player useControls direct activation, holds, sounds, reach and access just as for a door.
Choose a local axis, then use the gold ring to rotate the ending pose. A rotated model’s local axes may differ from the direction across your screen.
Choose a local axis, then use the gold ring to rotate the ending pose. A rotated model’s local axes may differ from the direction across your screen.

Test the return trip

The player toggles between the start and end. A stopped partial movement can return without first completing the outward trip. Both translation and rotation use obstruction checks. Keep the entire path clear and test the actual player interaction before shipping.

Precise or free movement

Red X, green Y and blue Z squares move the end pose. The gold ring rotates it.
ControlMovementRotation
Snap On0.1 stud steps1° steps
Hold Shift0.01 stud steps5° steps
Hold Alt or turn Snap OffFreeFree

Alt takes priority over Shift. These controls also apply to Hinge and Slide. Hinges and interaction points can additionally snap near a bounds edge or center. Axis letters stay visible so color is not the only cue.

A presentation arm

A separate moving arm combines translation with rotation. This is one rigid assembly between two poses. It does not solve articulated joints or multiple waypoints.
A separate moving arm combines translation with rotation. This is one rigid assembly between two poses. It does not solve articulated joints or multiple waypoints.
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