Eyeball
I'd like to make eyes (pupils/iris) that would rotate /follow an object on screen... think old horror movie where the eyes of a painting is following unsuspecting guest...
Im terrible and very new at logic, so if someone could break it down, I'd greatly appreciate it... Cold Beers on me :)
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Place a ball joint right in the center of the eye. Then use a trigger zone attached to a look at rotator to make the eye move on the ball joint about its center.
The trigger zone and look at rotator can be set to look for a tag called player for example. -
Thank you so much Cloud1985, I'll give that a whirl the moment I get a chance! Cheers
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'@CLOUD1985 So you can actually combine the Trigger Zone (TZ) tool with the Look at Rotator (LAR) tool? Because, as far as I understand, the actual zone shape of the TZ tool can be changed manually (you can make it a ball, a cone and so on, even change its dimentions), while the trigger zone of the LAR tool can not.
Can you make the TZ zone work as the LAR zone, so that an object (like an eye) will follow its target only when it enters the TZ zone? Is it even possible? And if so, what connections you need to make? -
'@feddykrait
The look at rotator trigger zone can be expanded as large as you like. The trigger zone tool is the one which will be used to activate the look at rotator. Set the trigger zone size and shape to suit whatever situation you want to create. For example a cube trigger zone placed under the eye is activated when the player with a tag named player on it walks into the zone. (it will make the eye look down at and follow the player while you are under it).
The trigger zone activates the look at rotator which is also set to look at a tag named player within its zone. If the default look at position of the look at rotator is set to come from the centre of the pupil, the eye should rotate on the ball joint to look at and follow the tag named player while the trigger zone is active.
You could also run a wire from the trigger zone, into a not gate, and then from the not gate to a keyframe that makes the eye move back to its default position when you leave the trigger zone.
Please let me know how it goes for you. -
'@CLOUD1985
We managed to figure out the solution (well, at least one of them) to the question I was referring to in this thread, if you're interested: https://feedback.indreams.me/forums/917434-dreams-how-do-i/suggestions/37680952-restrict-rotation-area
But I'll definitely check out your suggestion as well, as it also seems pretty handy. Thanks for sharing!
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