Ah, okay, I understand your setup and why it didn't work for me. I use the eye target differently in that I have the eyes of a character lock onto a point in space not parented to the character's head rather than have the target travel with the head, so when I tested your file, I moved the target outside the head like I normally do, so that was the problem. I prefer to have the target as a point in space not parented to the head since then the character's eyes follow that point in space when they make subtle movements without me having to manually adjust for that. Is there a solution to "lock" the rotation relative to the head rather than to the world but still get the sided-to-side and up-and-down rotations? The solution I came up with seems to work okay, but I feel like there must be an easier way.
Latest posts made by Tanim8r
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RE: Aim eyes without them revolving?posted in Question & Answers
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RE: Aim eyes without them revolving?posted in Question & Answers
I think you put me onto the right track with your mention of UpVectors: I used an Animation/Target tag to point the eyes at a target, then put an Empty Polygon object parented to the character's head directly above each eye and told the Target tag that each of the Empty Polygons would be UpVector object. Seems to be working. Thanks!
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RE: Aim eyes without them revolving?posted in Question & Answers
Hi, thanks for the file. Unfortunately, an UpVector would keep the eyes still vertical when the character tilted their head to side, for instance (as shown in this image). I need the eyes to maintain a "local vertical" to the character's head, while moving side to side and up and down at a target.

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RE: Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
I think a combo of thickness, turning down the "With Pins", and also adjusting the arms did the trick. Thanks!
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Aim eyes without them revolving?posted in Question & Answers
I'm having an issue with Constraint/Aim on a character's eyes, that in the process of aiming, the eyes rotate rather than just go up and down and side-to-side when their head moves around. Is there a way to constrain the eyes so they stay "upright" in the head without revolving around?

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RE: Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
Okay, thanks! I'll give these a try.
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RE: Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
Actually, here is a DropBox link:
https://www.dropbox.com/scl/fo/8bzhymyhdih35v1raztut/AM1n3Du-l2CIT94hdzN8mso?rlkey=e1tpg0ch6jz52xb5pw9dyzre7&st=kw2cs7wz&dl=0
Just play down the file and you should see the problem.
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RE: Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
Not sure this gets it. How can I send a large file to you?
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Stop parts of cloth item sticking to/repelling itself?posted in Question & Answers
I'm having a sticky situation where the sleeves of a cloth outfit stick and pull on the skirt. I have a Vertex Map on the dress that keeps the sleeves stiff but the skirt limber, which works well except where the cloth intersects--it pulls on the skirt as seen in this image, but also repels the cloth on the body into the body mesh. I was able to turn off the Collider on the polys of the hands of the figure with the Exclude Polys function in the Collider tag, but is there a similar function I can apply to the sleeves? I'd be okay if the sleeves ignored/went through the skirt, I just don't want them affecting it.

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Light object inside a Subdivision Surface?posted in Question & Answers
I have a long-standing vexing issue I can't seem to solve that I can't seem to separately light an object inside a Subdivision Surface object. Attached is an extreme example, but in these images, the character is composed of a number of meshes in a hierarchy, including for the eyes; on the left there is an extra Dome Light applied only to the character's eyes, and on the right the same character inside an active Subdivision Surface, which maintains the lighting to the character for all the other lights, but the light applied only to the eyes is no longer "seen". Is there a way to "force" C4D to maintain the separate lighting on the eyes?
