SpringArm3D¶
Category: Executor Tier: Plus
Purpose¶
The SpringArm3D Executor provides a native interface to control a SpringArm3D node’s collision behavior and length.
Visual Reference¶

Runtime Behavior¶
Inputs
Activate (Boolean): When true, the executor updates properties and handles movement smoothing.
Target Length (Float): A dynamic input to drive
spring_lengthvia variable binding.
Outputs None
Properties
Core Configuration
Spring Length (Float, 2.0): The maximum distance the arm extends if no collision is hit.
Margin (Float, 0.01): The offset from the collision point to prevent the camera from clipping inside geometry.
Collision Mask (Integer Bitmask): Defines which physics layers the arm should collide with.
Smoothing And Catch-Up Logic
Enable Smoothing (Boolean, false): When true, the arm follows its tree parent using the authored local transform as the target.
Smoothing Mode (Option:
Location,Rotation,Both; defaultLocation): Chooses which channels interpolate while detached. Channels not selected by the mode snap directly to the authored follow target each tick.Rotation Follow Mode (Option:
Absolute,Additive; defaultAbsolute): When rotation smoothing is active,Absolutelets the executor fully own the arm’s rotation, whileAdditivepreserves extra local camera-look rotation applied to the sameSpringArm3Dand composes it on top of the parent-follow pose.Smoothing Speed (Float, 5.0): How quickly the arm catches up to the parent.
Auto Top-Level (Boolean, true): If enabled, the executor automatically enables Top Level at runtime so the arm can move independently.
Debug And UX (v0.8.98.1-dev11)
…
Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
Length |
float |
2.0 |
Maximum arm length when unobstructed |
Margin |
float |
0.01 |
Offset from collision point to avoid clipping |
Mask |
int |
1 |
Raw physics layer bitmask used by SpringArm3D collision checks |
Smoothing |
bool |
False |
Enable detached positional catch-up smoothing |
Smooth Mode |
option |
Location |
Which follow channels interpolate while detached. Unselected channels snap to the authored follow transform. |
Rot Follow |
option |
Absolute |
When smoothing rotation, choose whether the spring arm owns rotation outright or preserves extra local look input on top of the follow pose. |
Smooth Spd |
float |
5.0 |
Catch-up speed when smoothing is enabled |
Auto TopLvl |
bool |
True |
Temporarily enable Top Level at runtime so the arm can lag behind its parent |
Verbose |
bool |
False |
Log SpringArm3D target, hit length, compression, and smoothing state (controlled by ladybug button) |