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Drag Over Vertex Group Area of Object to Move Armature Bone?

Home Forums Puzzles Drag Over Vertex Group Area of Object to Move Armature Bone?

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  • #22056
    GLiFTeK
    Customer

    Hi
    I have a few bones for different loose solid parts of an object.
    if i set up puzzles to drag any specific bone when their object is dragged over, it works.. but obviously not more than one at a time.

    Is there any way to be able to distinguish when a certain vertex group (OR vertex color group) is hovered over in order to have the parts act accordingly with the bones they’re attached to?

    i thought of having invisible, yet selectable primitive bounding boxes be the “hit box” for the dragging… (can you do that with diff shaped emptys??) but was wondering abotu the vertex groups / vertex colors possibility…

    thanks!

    #22063

    Hi,

    I guess the only way is to place meshes over vertex groups to detect the mouse movement.

    Chief 3D Verger | LinkedIn | Twitter

    #22065
    GLiFTeK
    Customer

    Hi,
    I guess the only way is to place meshes over vertex groups to detect the mouse movement.

    yeah, that’s what i’ve been setting up .. it’s working pretty well.
    is there any way to make objects be “unclickable” ?
    ie: if i have a large transparent object in front of another object that is supposed to be clicked/dragged?
    have it so the transparent object does not interfere..?
    “select-able” in blender doesn’t have any affect.

    thanks!

    #22074
    GLiFTeK
    Customer

    …just realized something… /facepalm/..
    i’ve just made ultra-low proxy objects, which have to be separate objects themselves.. 18 in all.. to be used to move the bones.. that move the actual high(er) resolution parts, that are part of one object..

    they’re all part of one object purely because i’m being efficient and following the manual.

    lol full circle…
    tried the “custom bone shapes” option, but that didn’t import to verge. (might be a great solution to this)

    well…
    what would be the more memory/processing way to do it?
    (keep in mind that ALL of these objects …even the proxy’s all share the same (complex and dynamic) material)…

    separate high res parts sharing same material?
    or one mesh with bones controlled by super low res invisible proxys?
    (the sum total of all proxy’s poly count is around 900.)

    … would be reeeeal cool if we could put a vertex color value in the “when clicked/dragged on” puzzle ;-)
    ( i mean the vertex group information is available right? the bones are moving the meshes somehow.) :whistle:

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