How do I make puppeteerable facial features?
Similar to the character in this stream (starting at about 19:15) https://www.youtube.com/watch?v=9ihLm7bDkLk with puppeteerable features like eyes, ears, and mouth (although it looks like the UI has changed a bit since that stream).
I've spent hours trying everything I can think of, and I can't get any facial features to work properly when I possess the puppet: either they don't move at all or they dangle and drift away.
For example, I hooked an eyeball up to a button and it moves how I want it to when I press the button, but when I possess the puppet, the eyeball becomes detached. If I scope the eyeball into the puppet's head, then the eyeball stays attached to the head, but it doesn't move when I press the button, even when I try to keyframe it while scoped in. Clicking on "moveable" or not isn't helping. Grouping or not isn't helping. Turning on or off collisions isn't helping. It doesn't make a difference whether I use a ball joint or a bolt.
TLDR, I can make puppet features that move correctly when I'm not possessing the puppet, now how can I make them move correctly when I possess the puppet?
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I know how to help you.
Leave the eyeball on default as “non-moveable”. Then grab it with R2 and while holding it press L1+X to scope into the puppet, and do it again until you’re scoped in on the head. Then place the eye and when you start playing it will stay where you placed it relative to the head.
Now lets say you wanna move the eye up and down depending on how the R Stick is pressed, you can put an Advanced Rotator on the Eye and only make it rotate on the desired axis with some simple logic.
Thing is, because you added an advanced rotator your Eye will not stay part of the head any more. To fix this you also need to connect a Bolt Connector. With Bolt selected, click on the head first (parent) and then on the eye (child)...it doesn’t matter what place you click, it just tells the bolt which two objects it’s connecting. What matters is the pink joint on the bolt, it shows a white circle on it which tells you how the child object will rotate. Just move and rotate the pink bolt accordingly and now everything will work fine ;) -
Thanks, MadPropz, that was very helpful! I followed your guide, and now the eyeball rolls around in the head the way an eyeball should. :)
I can't control it with the controller though. I've got the "right stick local" wired to the advanced rotator through a splitter (x into x, y into z, and the y in the advanced rotator turned down to 0), and the controller sensor is set to remote controllable, but when I test it with the DS4 the left stick has no effect on the eyeball.
Any ideas on what I'm doing wrong?
Thanks again! -
I just made an eyeball to test this out and it works fine. In the advanced rotator turn on Local Space and it will visuallize the axis rotations on your object when the gadget menu is open.
R Stick Local to splitter Y, then Y to X on the rotator.
The eye will now move up and down with the R Stick.
If you still want to do this while it’s attached to the puppet use a bolt, parent to head than child the eye, and adjust the link joint visually to allow rotation the same way as X on Advanced Rotator. -
Thank you -- but I must still be doing something wrong. Even with local space turned on, the stick still isn't having any effect on the eyeball.
I like your Lovecraftian horror beginning, btw. -
Just make a regular sphere and draw some eyes on it, and then try it out and mess around a bit, see if it works by just staying in mid air without being bolted to anything...and thanks :P!
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