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Here's a little problem I'd like to clarify.
Let's say we want to make a custom head or an eyeball follow a target that we move around the screen. Dreams has a great fitting tool for this very task that does this job perfectly. But it doesn't seem to have any tweakable "restrictions", like connectors do.
For example, if we make a random object like a box or a lamppost our "target", and we want our character's eyeballs to focus on this target as we walk past it, their eyeballs will turn full 180 degrees, front to back, untill the target object is no longer within the trigger zone. And as a result, the pupils of the eyes will be turned into the skull, towards the brain cavity. Yikes.
In other words:
1. The target in front of the char = the char looks normal, pupils look straight at the target;
2. As the char walks forward, the target (stationary) moves to the char's side = the pupils move the same way, following it. All looks normal at first.
3. Then the target appears to be in the back = boom, the pupils look back, deep inside the skulll. Call an exorcist.
Pretty sure there's a quick and easy solution to this issue that I'm simply missing at this point. I remember watching a Mm video where Mike showcased a character named Lancewing, who has rotating eyes without such issues. Her pupils seemed to be restricted from going too far up, down, right or left. Though I doubt it's possible to inspect this character's logic within the game (can't find her myself via search option).
I had a couple of ideas (that failed so far) in mind to solve this, but they consisted of various combinations of in-game logic tools. Too complicated, I guess. Wonder if there's an easy way around it, or should I keep digging and experimenting the HARD way?