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Broken Connectors

  • PhantomGazebo

    I was having a hard time making this work on a dog I created. Manually snapping stuff together would cause the parts to overlap and spaz out or the joints to break. I think what finally fixed it was going into the puppet config and making sure those parts were assigned to the puppet skeleton thing (maybe the 4th tab?) Once the arm was flagged as an arm it fixed the collision issues for me.

  • Supposer

    If the parts are set to be movable, then in edit mode while paused moving one part won't move the other because it would have to run the physics simulation to make sure that moves correctly. So you can run time and move the part.

    Or if it doesn't need to physically move by itself, maybe you don't need movable to be on. If movable is not on, then it doesn't need to physically simulate anything. So then you can move things while paused and the other connected parts should move correctly.

  • kollwitzer

    Thanks for taking the time to answer my question! I’m not sure though that either of these replies are relevant to my problem. I’ll try and get a screen shot of the ‘broken’ connector. That might help illustrate my issue.
    Thanks

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