I'm attempting to use transform as a kind of makeshift camera. Is there any way to bypass the physics, such that I could change the x position on the entire puppet without it effecting the physics (dangles and such) on child groups?
I tried removing the physics behavior on the parent group and putting it on a lower group, but that seems to have no effect.
I used Position X/Y for camera pans, but never thought about the impact on physics! (I always do slow pans). Have you tried using “Absolute Position X/Y” instead of “Position X/Y”? MIght be worth a try!
Thank you for the suggestion. Can you please clarify what you mean by “Absolute Position X/Y”? Where is this parameter located?
Sorry, was not at a computer to check. In the properties panel in the Transform Behavior there is both Postion X/Y and one just above it starting with A... Absolute? Oh, maybe it was Anchor Point X/Y. If doing a camera slide, you can use either one. One if before scaling etc, the other afterwards. But if doing simple moves, you might be able to try adjusting the Anchor Point X/Y to see if changing that affects physics or not.
Ah, yes. I tried that and it didn't make a difference. It seems like any motion of any nature affects physics.
Hi oksamurai, is there a way to move a puppet without physics kicking in? Doing a camera pan using Position X/Y transforms or Anchor Point X/Y transforms is making physics kick in. Is there any clever ways to move and not have physics kick in?
The only hack I can think of is to temporarily turn physics off during a camera change as part of a Replay. So for example, make dangle stiffness really high while simultaneously zooming or panning with the camera. But yeah, this is not ideal, and we have some ideas for the future...stay tuned.