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Character's eyes look At - Eyes falling - (Look At Rotator)

  • mmdev7

    I think an object with a look at rotator will always be movable so regardless of how the object is grouped it will always fall. You might get better results if you make the eye object not use gravity and make it super light. Then the ball joint might be able to constrain the object. It’s not ideal though. I’ll keep digging.

    Hope this is OK, Peter

  • Nurbldoff

    I tried to do something similar and it was quite tricky to position the ball joints centered in the eyes. I don't know if there's a better way around it but basically I had to make the joint slightly larger than the eyes in order to be able to both grab it and position it properly. Once I got them in place, I increased the "tightness" of the joint so that the eyes would not wobble around by themselves. But I didn't get the "look at" rotator to work as I intended.

    I also tried synchronizing the eyes; seems like there should be some way to use the output from one rotator as input for another so that both eyes always look at the same thing, but I haven't figured out what to use on the second eye.

  • Walky-Z

    Thank you for your responses, I finally trick it :D

    I used Teleporter with tag (you must place well the tag)
    Then I match the Target Position with the tag
    And the affected object is the eye

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