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This is a Tee shaped object to extend the pivot range of the arm on the left of the .png. Tee shaped linkage with three pivot points

At the bottom link, where the 3D cursor is right now is the object origin and pivot point. How do the other two pivot points get...appointed?...to make the linkage work. I've looked in the Blender manual, multiple videos on pivot points, vector groups, linkages, and more. I've considered adding separate objects and parenting them to the Tee object, but I'm sure there must be something better than that. Your help is appreciated, thanks!

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  • $\begingroup$ Are you going for physics simulation or plain animation? $\endgroup$
    – Monster
    Commented Nov 27, 2017 at 8:58
  • $\begingroup$ Physics simulation. I knew I could count on you, Monster! $\endgroup$
    – Tom
    Commented Nov 27, 2017 at 13:16

1 Answer 1

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For physics simulation I suggest to use rigid body joints.

You can have multiple of them at a single object.

enter image description here

enter image description here

Be aware
  • at least one of the objects should be a physics object (rigid body, dynamic, soft body).

  • the motions can exceed the joint limits (stretched chain).

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  • $\begingroup$ ....the motions can exceed the joint limits (stretched chain) ............... I should be able to use a property or a constraint to limit the movement, right? Or doesn't that work with this setup? $\endgroup$
    – Tom
    Commented Nov 28, 2017 at 13:12
  • $\begingroup$ I can't tell. It depends on your setup. $\endgroup$
    – Monster
    Commented Nov 29, 2017 at 5:37

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