Hey,
I’ve added some copy rotation constraints to some bones of an armature and set their influence to 0, and in logic added an actuator to set their influences to 1, and then play an armature action and set back the influences to 0. But it isn’t smooth at all (blendin value for the action doesn’t seem to solve that) plus it looks like a mess, around 8 actuators connected to only 1 controller makes it hard to see. So I’ve tried keyframing the influences in the dope sheet but when I try to play it in the game engine nothing happens.
Is there a way to use keyframed constraint influences in the game engine? or applying transform to pose before setting the copy rotation constraint to 0 so it blends smoothly to pose?
Actually I’m already blending 2 armatures. kindof too long to explain it all but what I want to achieve is: each bone of the first armature copies the rotation of it’s corresponding bone in the second, and then applying the rotation to pose and disabling the constraint, then playing an action that is blended smoothly.
In short: Applying visual transform to pose in the game engine, Is that possible?
With drivers you can smoothly increase/decrease the influence of the constraints. So play actions on the drivers. Maybe I don’t quite understand the question. I’m sorry if that’s the case.
They should. It’s been a while, but I did this before, by adding drivers on the constraints and then making controls for those drivers on an Empty. Then you can make actions on that Empty for those channels. Or maybe since 2.6 there’s been some changes, but I’ve never seen a bug report.
@BluePrint
Well I thought about it and tried it before but it’s just so glitchy and it has around 50% chance of doing it correctly So I just wanna stick to armatures.
You’re right. A simple exercise showed that drivers are broken in de BGE. Or am I missing something here? I’m pretty sure it hasn’t always been like that so maybe someone else knows about this issue. It’s pretty important that it should be fixed, I would believe. Hmm, very disappointing.
Up/Down Arrows to change the influence of the constraint. It should be the same as moving the slider in the viewport.
Well then I guess I’ll just use my messy, non smooth way until drivers are fixed.
@BluePrint it does work but not as perfect as armature with children rigid body jointed to the ragdoll (It’s basically a fully controlled armature with not in-a-box collisions and realistic springness at some parts, which cannot be obtained with torque to target).
Best to be sure first if this will happen in the near future. Maybe Monster or someone else could confirm this is a bug? Maybe it isn’t and I imagined that it worked previously?
Edit: I checked with following versions and none seem to support drivers for the game engine: 2.5alpha2, 2.57b, 2.60a, 2.65a, … It seems that I was mistaken. I guess I never got to the point to actually check if my character setup worked in the game engine. I believe I was working with 2.57b back then.