
The Shape Joint Node is used to dynamically create linkages between two
particles at arbitrary positions. This node is able to utilize the collision
engine from any one Shape Collision node, enabling full self-collision
and collision with other shapes within the collision node's affected groups.
ON - (Bool) This input data
stream determines whether the operator is considered 'on' or 'off'. You
can connect other operators to this input channel such as a Bool
Helper to activate/deactivate the whole operator.
Time - (Time) This input data stream is used to define the local
time for the operator when the user wants to override the default system
time.
Particle From - (Particle) defines the Particle that should become
sticky to another particle. This port MUST be connected
and will be highlighted yellow if it is not.
Particle To - (Particle) defines the particle that should stick
onto another.
Position From - (Position) defines the joint Position of the "From"
particle.
Position To - (Position) sets the joint position for the "target"
particle
Type - (Integer) specifies the type of connection: 0=Spherical
No Output available

Right now there is no other available choice for this type of node. The
options are:
Collision = None
Type = Spherical Joint

As shown in the sample setup above the Shape Collision node is feeding
the needed information into the Shape Joint node. Particles will stick
onto each other after collision.