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Simple way to change the player's eye height

4 REPLIES 4
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Message 1 of 5
BenBisares
1776 Views, 4 Replies

Simple way to change the player's eye height

I've been asked this question quite a few times and so I decided to make a post explaining how to change the player's eye height based on the Basic template.

 

I don't believe I've seen this explained here in the forums but if it has let me know. Also this isn't for any of the VR Templates as they use a different method.

 

The camera height is linked to a node called "eyeheight" on the character unit. In case you don't know the Character unit is basically a one bone, invisible, character that exists for mostly collision calculations. If you open the character unit in the Unit Editor you will see the node

 

UnitEyeheight.PNG

 

If you want to modify the height of that node you can do it in 3ds Max or Maya. Go to the Asset Browser and find the Character unit. Right-click on it and choose "Send to 3ds Max (or Maya)"

 

In 3ds Max look for a dummy called "eyeheight". Set the z position to the exact height desired.

 

MaxUnit.PNG

 

Once done go to the Interactive menu and choose "Update". It should then update the Character in Stingray/3ds Max Interactive.

 

If you test out the level you should see the effect (after hitting F2)

 

Hope this helps guys and girls.



Ben Bisares
4 REPLIES 4
Message 2 of 5

Perfect, thanks

 

Regards

Message 3 of 5
Anonymous
in reply to: BenBisares

Many many thanks!

Message 4 of 5
rawshark
in reply to: BenBisares

I'm probably doing something wrong but this method is not working for me. I change the eyeheight dummy in Max, Update to send it back to Interactive, hit F2 then test Level but nothing changes. Does it all have to be in Metric?

Message 5 of 5
rawshark
in reply to: rawshark

EDIT - I found that changing the local default_character_eye_height = parameter in the player.lua script did the trick.

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