Connector break and stretch with this red stuff inside.
My character's fingers get all wonky when trying to animate them closed. I fixed it by changing the connectors from a ball to a bolt now it only does it slightly. Now the fingers are just crooked when opening back up again. Not an issue when making cutscenes but for actual gameplay its a problem. All the pieces are non-collidable.
How do I fix this?
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Forgot to mention that this only happens while in test mode or play mode. It doesn't happen at all in edit mode.
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Are all of the pieces part of a single group?
It might help if they were all part of the same group and set to non-moveable and non-collidable within the group. The group itself should be moveable. You then scope into the group to keyframe the finger positions. -
All the pieces are set to non-moveable and non-collidable. The problem still persists. All the pieces are a single group as well. If I make the group moveable the pieces start to fall off the the puppet's body into the void.
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Anyone have anymore ideas? I'm stuck trying to figure this out.
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For a hand, I've built all the pieces and arranged them as an open hand. All pieces are non-moveable and non-collidable.
Then group all of pieces, make the group moveable and scope into the group.
From within the group set up ball joints on all of the movable pieces (knuckles, fingers, thumb etc...) and that should be it. You can keyframe them into any position you like.
One thing when animating joints, try to be aware of the rotation you are applying. I prefer to rotate parts with L2 and the sticks rather than dragging them with R2. -
Tried making the hand group moveable it just makes it fall into the void.
Are the pieces are group as a hand in the body structure.
What my issue is that in playmode the fingers become crooked after opening again from a closed state. It's just fine it edit mode.
I replaced the ball joints with bolts it happens less now but it's still an issue.
All pieces are grouped and moveable within the puppies tweak menu. If I make the group itself movable it'll just fall off the body into the void.
I rotate the parts with L2 because I know R2 freezes it place.
I'm narrowing the cause to either the way my hand is designed or the connectors themselves.
This is a head scratcher. -
Not saying this will solve anything but just for the record I believe you can avoid the problem of objects falling down by going into their settings menu and turning on the "Ignore gravity" feature.
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I'll try it. Update, I saved the hand its own creation and its works just fine when I set up the keyframe and controller sensor to check it, even switching back to ball joints works great.
I tried reparenting that to my puppet and it recreated the issue, so from what I can guess it's an issue with how the body parts are attached according to the base puppet used to rig it? -
Maybe try pull your hand down into the puppet hand group.
Place it where it looks acceptable and make the default puppet hand invisible and non-collidable -
Update: a buddy of mine who helped me rig my character found that setting the tightness down to zero and the springiness up to 100 fixed the issue.
What I'm guessing is the connectors were try to stay in place when moving closed and when they went past a certain limit the tightness allowed they split causing the crooked fingers.
Thanks for all the advice guys. :)
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