Headshrinking in G3?

Oso3DOso3D Posts: 15,085

So in Genesis and Genesis 2, if I, say, shrink the Neck to 0%, everything attached to it vanishes. This is a very handy way to do a bunch of things, like placing a parented object with collision and 'moving' the rest of the head out of the way.

In Genesis 3, though, the result is a big neck eruption.

Is there any way around this, or another way to do this?

(And no, just hiding it doesn't work. Collision)

 

Comments

  • j cadej cade Posts: 2,310

    Rather than scaling on the head directly use the head propagating scale morph. you can sill scale the neck bones normally but the head and its child bones all scale to their individual origins thus the splodey mess.

     

  • Oso3DOso3D Posts: 15,085
    edited March 2017

    Doesn't appear I have that morph. Ah well.

    Edit: Actually, it appears my spelling stinks, and I do have it... ;)

     

    Post edited by Oso3D on
  • Oso3DOso3D Posts: 15,085

    Ah ha. Looks like setting it to 0 scale _does_ work, but I have to turn off limits on the Y translation and lower the 'head point' to a reasonable level. Aaaah.

     

  • Oso3DOso3D Posts: 15,085

    The critical behavior difference is that in Genesis 3, there is a fixed point around which the 0% scale items focus, which can then be translated as desired.

    Previously, the 0% scale items defaulted to body center or something. On the plus side, this meant they mostly stayed out of the way. On the negative side, this also meant you couldn't adjust if you wanted a specific effect.

     

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