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I would like to attach multiple physics basic spring constraints to a single plane, or any object, but it seems that they only attach to the origin of the object. Is there a way to attach it to a vertex or a point?

I tried using hooks, but that didn't work.

enter image description here

springs.blend

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I checked out your scene and adjusted the physics to be more in line with the situation you asked for.

You used only one empty in the hinges each, but since they work as a position marker on the first object selected in their constraint options, it was kinda the wrong way. If you want the board(you called it physics) object to be anchored with 4 points, you need to place 4 empties on each corner of the board, (UPDATE: not needed to parent them, can cause glitches) and use the board itself as first target in the "rigid body constraint".

Afterwards you set the empties as "generic springs" and select the hinge on the corresponding side as second target to the empties each. You should now have 2 empties on each side of the board connected to one hinge each.

You can find the set up here: (keeping this version available, newer file below!)

I changed one of the constraints to be weaker making the board slightly lower on that edge, and the ball rolls down. You can adjust the constraints and tinker to get what you may want it to look like.

Looks like this: enter image description here

UPDATE: un-parented the constraint empties and added visual connections. Having the constraints parented under the board caused the glitching. They don't need to be parented to work, so easy solution, only downside is if you want to move the board, you need to move the constraint-empties as well(select all and you should be fine). May be a bug, that it glitches if parented, don't know.

Here the new version:

newer version

Happy blending.

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  • $\begingroup$ Thanks. Why is the bottom left point so glitchy? Next step is to draw connecting lines as springs so it doesn't look like it's hanging in the air. $\endgroup$ – Teebu Dec 11 '19 at 19:18
  • $\begingroup$ Yeah, would sure make it look better if you add some beveled lines to visualize the constraints. And i'm not quite sure what you mean with bottom left and glitchy, i set the values for the bottom right (looking at the picture) weaker to point out the difference of effect the springs have that way. Generally increase the rigid body solver iterations to get a more smooth behavior. $\endgroup$ – Xylvier Dec 11 '19 at 22:20
  • $\begingroup$ imgur.com/a/21xWiYC This is what im seeing in my Blender 2.81a $\endgroup$ – Teebu Dec 12 '19 at 0:30
  • $\begingroup$ I went over it once more and adjusted it to avoid the glitching, little bonus added as well ;) Check the new version. $\endgroup$ – Xylvier Dec 12 '19 at 7:47
  • $\begingroup$ Looks great, I see you used hooks for the wires. As much as I appreciate you doing the project, I'd like to learn how it's done :) I'll try to figure out how to make them into coil springs. $\endgroup$ – Teebu Dec 12 '19 at 18:39

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