How can you make a rigged object with complex rotation factors face another object correctly?
I want to make a single bone face an object! I know there is objects facing objects, but I have made a light rig, and I want the light to swivel correctly when facing the object, wondering if this is possible!
The main light piece would need to only move in it's fixed 180 degree motion, and for spinning the base would have to move. I have it animated, but that is not efficient for when using sometime sup to 60 of these. I want to be able to make a small objects I can animate, and they all "look" at the object, but also maintaining proper rotation, not just a piece of the mesh moving through other parts of the mesh. If that makes sense.
Also when making them follow an object, would I be able to make them follow a bone in the object? For example I would animate the movement of the object in 3ds max, and just place it in Unreal. I don't want them to stare at the static object, but the small animated object that moves within it.
Please let me know if you can help! Thank you very much!
asked May 09 '15 at 03:47 PM in Blueprint Scripting
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