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I'm attempting to implement the HeadLookController in a project I'm working on, but I'm running into some unusual problems that I can't replicate in the HeadLookController Demo but can't figure out what in my project would cause them. The two biggest problems are disappearing body parts and oscillating torsos. Here's a picture of what this example scene normally looks like:
As far as the disappearing body parts, they only vanish when they come into contact with the edge of the viewing screen, and only when the object they're attached to contains the HeadLookController script. In this case, it is visible in both the eyebrows and the eyes, even though neither of those objects are being manipulated by the HLC. Here's an image of that happening:
As you can see, the eye disappears and the back of the head is transparent (which I'm told is normal, the head part anyway.) Seeing as I'm using the exact code from the HLC script, I'm not sure what would cause this weird occurrence, so any information would be appreciated. The second problem is what happens when I try to rotate the torso of any character using the HLC. In the Demo provided, the torso turn is clean and smooth, and really adds a lot to the effect. In my own project, though, the character rips/stretches itself to a horrifying degree. Here's an image:
The character seems to be trying to rotate the torso towards the target, but the rotation never stops, instead going around in continuous circles even without the target moving. Changing settings within the HLC script (maximum bending angle, bending multiplier, etc.) does not stop this from happening (unless set to '0') but rather only adjusts how quickly the character turns. As a side note, I tried importing the character from the HLC Demo directly into this project, same skeleton, meshes, rig, everything, and I got the same result, so I don't think it's being caused by the characters in the project. Again, I'm new to Unity, so any information at all would be appreciated. If any more info is required to deduce any probable causes, let me know and I'll try to help however I can. I'm only assisting with this project, so I may not have access to everything or know the answer to every question, but I'll do what I can. Thanks, Stephen -Cary, NC
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Make sure your mesh renderers are set to render when offscreen. The problem here looks like that the mesh object's center is offscreen, but the mesh is not. Unity stops rendering them to save processing power unless you check that little box. :)
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Hello -- did any of you ever find a consistent solution to these issues?
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Update -- In my particular case, the eternal rotation issue was being caused by my rig not having any animations/animation curves created from Maya. For testing, I was able to solve the issue by ticking the 'override animation' setting. In practice, however it seems to be recommended to ensure that the rigs have animation curves, and to avoid using this setting.
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Update -- In my particular case, the eternal rotation issue was being caused by my rig not having any animations/animation curves created from Maya. For testing, I was able to solve the issue by ticking the 'override animation' setting. In practice, however it seems to be recommended to ensure that the rigs have animation curves, and to avoid using this setting.
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Try changing the direction of the "Head Look Vector" and the "Head Up Vector". In my project I think I had to change them to (0,1,0) and (0,0,1), respectively. Also try changing which bones are affected by the HLC. You might have to make one fewer bone than you think affected by it. I.e. if you start at the hips you might have to change it to start at the lower back. It's been a while since I've had issues. I remember I had the same issues you did, but don't remember what I did to solve them. The "Head Look Vector" and "Head Up Vector" are recommended to be 0, 0, 1 and 0, 1, 0 respectively in the blog post I linked to. I tried your way but the spinning seemed to increase. As far as the bones, I've played around with many combinations of the various spine joints I have control over and none have worked, including manipulating only 1 bone at a time.
Jul 07 '10 at 03:26 PM
Zaapp
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