So, I am trying to get a bounds box that has a rigged character as a child to track another bounds box that is the parent of a rigged character. The box rotates and tracks the other character, but the rigged character that is supposed to track leaves the box and spins way far away until it is back to 360 degrees. It looks real weird. I heard that it is because the bounds box is not uniformly sized (1,1,1) it is something like (2.4,8.2, 3.1) which supposedly doesn’t track well. Is there a way to get a box that is not perfectly cubed to track another object without sending the rigged character inside away? Thanks anyone for even trying.
One box should be able to track another regardless of whether either or both boxes have children. The box doing the tracking should have it’s origin at the center of it’s geometry unless you want some special effect. But it doesn’t seem that that is what you want. And the sizing of the box shouldn’t be a problem.
Have you got a camera parented somewhere or the parent of something else? Have you run the sim from different user perspectives to get a different view of what’s happening?
Also strange things can happen if you build a compound object with parenting and then move it away from the origin from within the UI. Unless you really know what you are doing it might be best to leave it at the origin and position it at start up.
Post the blend if you want.
Thanks I guess, but I am still not sure how to fix it. I am going to try to attach the file to show people exactly whats wrong. Just press P if you try it out.
Attachments
Questin.blend (1.89 MB)
If you run with Game > Physics Visualization checked you can see that the wolf is thrown out of it’s bounding box at start up but the dude appears to behave OK. The wolf bounding box appears to be behaving as you would want. It seems that you have made an error with the wolf and it’s parent bounding box that you haven’t made with the dude. I’m not familiar with rigs and parenting, but unparent it and put it back at the origin. Apply Location for good measure. Create another box at the origin for a bounding box. Reparent. Make sure it’s not intersecting the ground plane.
When you have fixed that you will probably find that you don’t want to rotate the wolf with an actuator and have it connected to a Track To actuator at the same time. It’s a conflict.
Tips: Working on a game, choose Properties > Render > Extend. Work in Blender Game mode not Blender Render, main menu, a great many of the settings in Properties are different and not applicable to bge.
Thank you, it turns out if I unparented the armature of the wolf from its bounding box, then cleared scale on the bounding box and changed its size and shape through the edit mode, then it would rotate fine after parenting again. Thank you for your help.