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alexoner
Participating Frequently
May 11, 2022
Answered

Character not pinning or detecting in camera

  • May 11, 2022
  • 3 replies
  • 941 views

I added fixed pins to my characters feet but he just ends up floating in the air and doesn't bend at the waist.

 

Also, I can drag the arms up and down but they don't detect in the camera. Any idea what could be the problem?

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Correct answer alank99101739

First, some terminology, a "mesh" is a layer and all its children, until a layer is marked independent. The independent layer starts a new child mesh. If you put a pin on a layer in the root mesh, it will stick that position relative to the scene. E.g. if on the BODY layer for example. But if you put a pin on a nested mesh, such as the legs (because the legs are marked as independent), it will pin the position of the legs relative to the body. So either you need to make the legs not independent, or pin the character on the torso (around the waist somewhere - low on the torso).

 

For the second point, I assume you mean the new body tracking support? I assume you are standing back a bit from the camera (so it can see most of your body), and that you see the lines on the web cam view? Did you add a "Body" behavior to the root of the puppet? If you look in the properties panel, do you see the Body behavior there? And if you expand Handles, do you see Waist with a count greater than 0, then hips and shoulders with counts greater than zero, and so on? if it misses a handle it needs (e.g. for shoulders), the lower part of the arm won't work. That is, if Left Wrist has a count of zero, then check Left Elbow, and if zero check Left Shoulder,, and so on. The Body behavior is how the puppet gets controlled by the body tracking.

3 replies

alank99101739
alank99101739Correct answer
Brainiac
May 11, 2022

First, some terminology, a "mesh" is a layer and all its children, until a layer is marked independent. The independent layer starts a new child mesh. If you put a pin on a layer in the root mesh, it will stick that position relative to the scene. E.g. if on the BODY layer for example. But if you put a pin on a nested mesh, such as the legs (because the legs are marked as independent), it will pin the position of the legs relative to the body. So either you need to make the legs not independent, or pin the character on the torso (around the waist somewhere - low on the torso).

 

For the second point, I assume you mean the new body tracking support? I assume you are standing back a bit from the camera (so it can see most of your body), and that you see the lines on the web cam view? Did you add a "Body" behavior to the root of the puppet? If you look in the properties panel, do you see the Body behavior there? And if you expand Handles, do you see Waist with a count greater than 0, then hips and shoulders with counts greater than zero, and so on? if it misses a handle it needs (e.g. for shoulders), the lower part of the arm won't work. That is, if Left Wrist has a count of zero, then check Left Elbow, and if zero check Left Shoulder,, and so on. The Body behavior is how the puppet gets controlled by the body tracking.

alexoner
alexonerAuthor
Participating Frequently
May 11, 2022

Thank you, this fixed both issues.

Smizzlez23
Inspiring
May 11, 2022

Handle Fixer behavior

 

Smizzlez23
Inspiring
May 11, 2022

I think you need to give the layer with the fixed handle thr Fixed Behavior or whatever it's called to activate the property. 

alexoner
alexonerAuthor
Participating Frequently
May 11, 2022

I tried that and nothing happened