Topic: Head bone tracking?

Hi, I'm posting this question because havent figured anything for a long time.
My characters head bones are only tracked far from precisely: of course if the fighter moves horizontally or jumps everything is perfect. However, when they play an animation the head bone remains static. It hasn't been a problem so far but now I have an attack that involves a headbutt. I'm aware of modifying the bone offset and radius for the attack, but I would want to know if there's anything I could have missed or that this is completely normal and I should go for the bone offset trick.

Thanks!

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Re: Head bone tracking?

There is a toggle in every basic and special move called "Disable Head Look" and its normally set to true. Untoggle it so the animation gets affected by the bone tracking:
http://www.ufe3d.com/doku.php/character … nformation
http://www.ufe3d.com/doku.php/move:animation#file

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3 (edited by usernamenotfound 2019-02-08 12:16:32)

Re: Head bone tracking?

Mistermind wrote:

There is a toggle in every basic and special move called "Disable Head Look" and its normally set to true. Untoggle it so the animation gets affected by the bone tracking:
http://www.ufe3d.com/doku.php/character … nformation
http://www.ufe3d.com/doku.php/move:animation#file


Surprisingly, it doesn't seem to work for me (using legacy animations). Anyway, thanks a lot for the answer, started to think there was a problem with the rigs or another asset's setting.

SOLVED: thanks! apparently I was having problems with the head bone because of a custom rig and I had been working with the wrong bone. Now it works fine, thanks a lot !!

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