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A forum post by feddykrait

Ok, so I tried out the solution with the Ball Joint and I'm glad to report that it wactually worked! Thanks again for your help :)

And while it turned out to be quite a simple solution after all, I think it won't harm to write it out for those who may have the same issue in the future. Just in case.

I'll attach a few screens of a rough eyeball concept I made to test it out.

Screens 01 and 02 show the positioning of the Ball Joint within the eye. The main rotating joint should be right in the middle of it (mine here is a bit off, but whatever, it's only a demo), so that the eyeball will move on its axis. Suggest using the grid for this matter.

I made a little brick above the eyeball to attach the first part of the Joint to. It serves as a parent object. Make it unmovable in the options menu.

Screen 03 shows how I tweaked the rotation zone if the joint. It seems that you can't change its circular shape but its not so much of a problem in our case. The diameter of the zone will depend on you objects' proportions. And note that the Lock Rotation option is turned on here. I believe it helps to keep the object in place.

Make the eyeball movable in the options and attach the "Look at Rotator" mover to it (L1 + X). Adjust the arrow how you want it to be. And the speed and the strength of rotation, in its menu. As well as its trigger zone.

Then create a Tag sensor, for your Rotator mover to follow.

And that's pretty much it for this task. Screens 04, 05 an 06 demonstrate the eye's movement within the limits of its rotation zone.

Hope it helps.


(Though I'm still curious how Mike achieved his results with the Lancewing character)

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