Can the limit location constraint be applied to an object that is participating in rigid body collisions?
I have a rigid body ball that's bouncing up and down off of a spring-loaded rigid body paddle (with a little help from an upward force under the paddle). The paddle wants to add some X,Y motion but I want that to be ignored so I locked the ball's X and Y location transformation. That keeps it bouncing on Z in the animation. And this works fine, -ish. The issue is, at a certain frame, I want to allow that X and Y motion.
So I got rid of the transform locks and added a Limit Location Constraint to the ball. I set the X and Y max and min to 0 (the ball is in fact at 0,0,z). But it apparently has no effect in the rigid body sim. The paddle hits the ball, and the ball immediately deflects in all three dimensions.
Am I misunderstanding what that constraint does?
Is there any other way to do this?
Ex:
Here's a cube falling onto a plane. The Limit Location Constraint works fine as long as the plane is flat. The cube bounces, but keeps its origin on x=0,y=0. But if you tilt the plane...