I want to know how to do a sort of “Track to” Constraint on a bone to a target object in an armature in the game. Like, during the game, I want the head bone to look at a certain thing.
I would like to know that, and how to make the bone’s rotation limited where it’s facing. (like it not being able to turn completely around like an owl’s head. xD) As well as the bone’s rotation in facing something being able to override a rotation set to it by an ongoing action. (Completely override or just add onto, either way works, but I’d prefer a complete override.) Manual Bone Rotation.blend (499 KB)34[/ATTACH]
I’d also like to know if there is a way in python to make a gradual Property Change? Like, if I want property ‘Life gauge’ to change from 1 to 13, I want it to sort of count up from 1 to 13 in a brief period of time just to make it look smooth. Sort of like blendin from one action to another, except for a property.
Hi! For the first question: I’m not familiar with armatures but it seems that bones constraints work in bge:
The head is parented to the bone
The bone has 2 constraints: copy rotation of the empty and limit rotation in worldspace
The empty tracks to the target
You can move the target with ZSQD keys
EDIT: OOps… I haven’t seen that’s there is a track to constraint in bones constraints. No need to an empty.
For the second question:
import bge
cont = bge.logic.getCurrentController()
own = cont.owner
if own["gaugeValue"] < 13:
own["gaugeValue"] += 0.001
simple code (adds 0.001 each frame while the “gaugeValue” property < 13) to be adapted… You can also use a timer or time module or use animations (I did not look at your .blend. Sorry if I misanderstood your questions)
So I’ve encountered a Problem, your code doesn’t seem to really be compatible with any other stuff I try to add to it, like and if, or other requirements for a sensor to go off and such, I’ve attatched a .blend!