Variable bindings on objects
Binding position, rotation and scale axes to variables, the bridge from scene to logic.
The Variable Bindings section of the Objects panel is where geometry meets logic. Each of the nine pose axes, position X/Y/Z, rotation X/Y/Z, scale X/Y/Z, has its own variable selector.
How a binding behaves
- Unbound axis, keeps its static world-pose value.
- Bound axis, reads the variable's value every frame while simulating (degrees for rotation axes, scene units for position).
Bind only what moves. A cylinder that strokes along X binds position-X to Cylinder_Position and nothing else.
Layering with kinematic objects
Mechanism objects (paths, cranks, linkages, arms) compute their own motion from their kinematic inputs, you don't bind their solved pose. Bindings on a mechanism object move its base: a whole robot riding on a variable-driven gantry axis is exactly that, position-X bound on the manipulator object itself.
Example: a 3-axis gantry
- Create variables
Gantry_X,Gantry_Y,Gantry_Z(from cams in Simulation; from PLC axes in Online). - One object per moving stage, parented in a chain: bridge → carriage → z-slide.
- Bind position-X on the bridge, position-Y on the carriage, position-Z on the slide.
Each stage carries the next through the hierarchy; three bindings animate the whole gantry.