Blender Physical Controls

Pedal

Fully pressed, the plate lies in the mounting plane toward +Y. Released, it is raised by Travel Angle around +X; pressing rotates it down.

JoltPhysics Asset Editor 0.31.1 · verified against project sources on 27 September 2026.

Blender setup#

Available since addon 0.20.0; supported by 0.31.1. Add this type under Physical Controls, assign its Key and keep scale 1.

Field / operationMeaning and validation
Geometry and pivotRectangular plate with its rear edge at the mounting pivot. Full size is width X, length Y, thickness Z; default 0.4 × 0.7 × 0.08 m and mass 2 kg.
MotionFully pressed, the plate lies in the mounting plane toward +Y. Released, it is raised by Travel Angle around +X; pressing rotates it down.
Initial state and readingStarts released: get_value() is 0 released, 1 fully pressed. Default Travel Angle 30°, Auto Return true, target 0, drive 20 N·m / 4 Hz / damping 1.
Limits and capabilities0 < Travel Angle < 180°. No is_pressed(), Initial Value or Initial Angle. Scalar detents and runtime output mapping are available; a pedal does not automatically operate a vehicle brake.
JSON v3size:[x,y,z], travel_angle

Create from the asset#

The following example assumes loaded asset data, a live machine_body and an authored pedal named control_main. Geometry overrides are optional; omit settings to use Blender defaults.

GML
var settings = jolt_asset_control_settings();
settings.set_size(0.3, 0.6, 0.07);
settings.set_travel_angle(25);
settings.set_mass(1.2);
settings.set_auto_return(true);
settings.set_target(0);
control = jolt_asset_create_control(asset, "control_main", machine_body, settings);
if (is_undefined(control)) show_debug_message(jolt_get_error_message());
// Step, after the physics update:
if (!is_undefined(control) && control.is_valid()) {
    var brake_value = control.get_value();
    // Connect brake_value to your gameplay or vehicle code.
}

Live behavior#

Live set_auto_return, set_target, set_resistance, set_detents and set_locked adjust supported behavior. Auto Return takes priority over detents. Output mapping and inversion are runtime choices. These operations do not rebuild geometry or replace the original construction pose.

Simulation, rendering and lifetime#

Use the existing jolt_update() loop, then read the control's physical state. Drive your visual model with control.get_transform() or the existing control rendering API. The asset helper creates the same JoltControl bodies and constraints as the direct factory; it does not render your model or assign gameplay actions. Each creation is independent.

control.destroy() removes the mechanism and preserves its parent. Parent destruction and jolt_stop() clean up attached controls. Use managed lifecycle calls. No additional native bridge change is required by the Blender controls integration; use the matching current GML loader and jolt_asset_controls scripts.