Create a button-controlled puppet from the open-mouth tutorial
I've followed the video on creating an opening and closing mouth. I want to turn this isn't a 'sock puppet' where I can move the head with the Move controller and open/close the mouth with a button. Following on from this thread to make a sock-pupet:
I put a Controller Settings chip on the bottom jaw with Follow Imp and wire the button (L1) to the mouth open/close keyframes. When I take possession of the bottom-jaw in play mode, the button moves the top jaw but the top is completely misplaced inside the bottom jaw and opens/closes at the wrong angle, like it's 180 degrees out or something.
Have you tried grouping the objects, adding the connector inside the group & then applying follow imp to the group itself?
I would imagine seeing some issues when building what you've described. If you want a moving object (the puppet) to have its own individual moving objects (the jaw) then the head & jaw should be grouped rather than simply connected with a bolt external to any group hierarchy.
Hiya CLOUD1985 - I've actually identified it as a bug, unless I'm missing something fundamental. Connectors and keyframes break when between objects where one has Imp Follow enabled.
I not fully au fait with object hierachies but I tried every way before realising it was bugged. The easiest proof, create an object with Follow Imp and connect another object with string and it works. Set the elasticity of the string to greater than 0 and the system breaks with the second object collapsing onto the first object's position. Steps outlined in depth in my bug report.
It's hard to explain it all in great detail here.
By the sounds of it you may not be overly familiar with groups. Have you gone through the in game tutorials to get the basics down first as they really do help.
If you scope into a puppet head & cutout the jaw (as per the Mm tutorial you mentioned), then you now have two sculpts in the same group (the group being the head).
Within this head group make the two sculpts non-movable.
Then make the jaw non-collidable.
Now keyframe the jaw open with no connectors and wire the keyframe to a button.
The jaw will move on the activation of the keyframe to the saved keyframe position within the group. When the keyframe is not active the jaw won't move inside of its group as its sculpt is set to non-movable.
Also it sounds like you might be trying to get multiple things to work at once. I'd say try & implement one thing at a time when you're learning something new. Get the jaw working as you'd like before implementing a motion controlled sock puppet.
If I can help more I'd like to. Let me know if you can get this working.
What do you mean by keyframe without that hinge? Just keyframe positions? Just tried that and the top half doesn't follow the bottom half because it's not attached. It just floats in mid air and moves when I press the button, but it doesn't make a head.
This idea also couldn't be extended to puppets that physically collide with the world. Let's say I want to have a puppet who-headbutts his way through a wall and then talks.
Try delete the hinge (assuming you are using a bolt) & make the lower jaw non-movable & non-collidable & then keyframe the jaw opening.
Press the button & the jaw will open, let go & the jaw will close
Just tried that and it's not working. But overall, the whole hinge thing isn't working. I could hold the head but the button didn't work the jaw which was just loose and wobbly. I then tried tightening the hinge to stop that but the button didn't work. I then tried to change the key-frame but the jaw (hinge) wouldn't open at all even when I turned off tightness. Then I edited the hinge limits and the top head just kinda inverted. :(
Did you make the bottom jaw non-collidable. Collisions between sculpts may be causing an issue.
Scope into the puppet and open the bottom jaw sculpt tweak menu and under its physical properties make it non-collidable.