Is it possible to control half of your armature in the game engine ( and not affect the animations attached to the overall armature) ??
A little more info on what function you want to perform would be helpful, but based on what you’ve said already -
If you want the armarture bones to be controlled by constraints respectively.
Use the “Armature” actuator.
If your talking about logic like movement & rotation.
- Maybe try putting logic on the armature it-self?
- Use message sensors & message actuators to send messages from the “object that is controlling the logic” to the “Armature” object.
you play games … when you are moving your mouse to aim , the upper level of the character follow your moves , SIR ! how to perform that !
Sorry for the late reply, I wanted a proper demo set-up first.
Is this the function you wanted?
Yes ! The monky and the cylinder are children of armature , right ?
Indeed they are.
Here is the blend file.
Keep in mind some of the logic is done with Python, but the rest is made with logic-bricks.
Track to Hit Position.blend (131.9 KB)
(Retweet) of the video link.
Ok, this is what you can do.
I assume you have a spine bone, included in your bone armature?
Well what you want to happen is for the spine bone to track/follow the aiming object.
I believe you can do this by running a bone constraint with the Armature Actuator.
You’ll have to set-up a bone constraint in the “Properties Window” for the bone also.
Can you explain more ? Like what constraints are better …etc
Sorry if I’m unclear in my reply’s.
The truth is, I don’t have much experience with bone constraints, but I think this is the bone constraint you are looking for.
We can parent a empty to the hitbox the armature parents to, and use track to on the empty, and use copy rotation constraint in the spine
Note you need to understand the bone , the empty Y Axis needs to face up if it’s a spine bone typically
Thank you , you helped me a lot !
Glad I could help