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How do I keep things movable with the ball joint when scoped out?

  • Magus0Mind00

    Scope in. While grabbing the eyeball, scope out to take it out of the group. Objects that are joined with a connector don't need to be in the same group to stay together.

  • phyfutima

    That worked, awesome, thanks!

  • phyfutima

    Although the eyeball doesn't actually stay on the face in play mode. It stays nearby, just sort of floating in the air after the puppet.

  • Mm Dev 6 - Cat/Tom C

    Hi there,

    So it sounds like your eyeball was correctly set up in the first place (if your eyeball was connected after scoping into the puppet once (not twice)), if scoped out of your puppet you shouldn't be able to manually move the eyeball with your imp as you'll be scoped out a level meaning you'd move whatever is the parent.

    The reason it doesn't stay on the face now is you brought it outside of being attached to your puppet's, so it doesn't know to stay there.

    Were you wanting to animate your eyeballs?

    I'm just trying to figure out what the reason of you wanting to move the eyeballs when scoped out of your puppet were so I can help :)

    Also to clarify had you put the eyeballs in the sculpt that is the puppets head? Or popped them in after scoping in once and then attached them with a ball joint?

    Thanks,
    Cat

  • Amenjo1

    Have you tried turning off the collisions for the eyeball, I had a similar problem and that worked

  • phyfutima

    Hi Cat,

    Yes, I want to animate the eyeballs -- specifically, I want to connect them to the DS4 so the player can look around with the eyes either with buttons or sticks (haven't gotten to that step yet).

    I sculpted the eyeball separately, then scoped it in and attached it with the ball joint.

    Amenjo1, I did try turning off the collisions, but it didn't fix the problem.

  • phyfutima

    To be more specific, I want to be able to do the sort of animation done here (starting at about 19:15) https://www.youtube.com/watch?v=9ihLm7bDkLk although it looks like the UI has changed a bit since then.

    As a test, I hooked my 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.

  • Amenjo1

    I have an automatic blinking eyeball that you can adjust how often it blinks. If you go to my creations you can delete the head and drag the eye’s into any head and it works. All the logic is built into the eye. You can either use it or take it apart and see how it’s done if that helps.

  • phyfutima

    Hi Amenjo, thank you, I checked out your creation -- Gumbo, right? I see how you're doing the eye blinks, and it's good. Unfortunately it doesn't seem to apply to what I'm trying to do, I don't think yours is a possessable puppet. No matter what I try to do, when I possess the puppet, either the eyeballs don't move at all (that's if they've been grouped) or they dangle out of the eye sockets and drift away (if they're not grouped). This is no matter what level I scope into. I don't know what else to try.

  • Amenjo1

    Gumbo is a possessable puppet, he can walk, talk & blink with the controller. As I said the eyes work with any puppet, just scope right into the head and pop them in there.

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