mmdev3 - Pablo and Rich

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  1. 2 votes
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    6 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Hi Rabagast! You can save creations as Private and add your other account as Collaborator. This way only both accounts will see them :)

    Pablo

  2. 5 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Check out the Deluxe Puppet, as it comes with Camera (batteries not included) ;)

    Pablo

  3. 4 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Hi phyfutima. As Puntolory mentions, making the Controller Sensor Remote Controllable is a quick and easy solution. However, you might want to try another approach.

    You can wire the outputs from one Puppet's Controller Sensor into the Puppet Interface of the other Puppet.

    In the case of a Basic Puppet, there's only 3 wires to care about:
    1- Left Stick output into Walk
    2- Motion Sensor into Lean
    3- Cross into Jump

    In the case of a Deluxe Puppet, you'll have to wire the Possessed output into the node called "Possessde", inside the Follow Behavior Microchip.

    You'll find all these if you follow the wire from the Controller Sensor :)

    Hope this helps!
    Pablo

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  4. 1 vote
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Hi Col_Nelson,

    It's not possible to paint the background. But stamp a Sky Gadget and you'll be able to change it and even reduce the Sun brightness to 0%.

    Hope this helps!

    Pablo

  5. 2 votes
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Hi I-IGNiTE, that's a cute character!

    This looks like a known bug... not the mantis, but the... the problem you are having. I'll pass it on!

    Pablo

  6. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Hi! Use the Sculpture Detail tool to reduce the resolution of your sculpts.

    Pablo

  7. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    If I understand what you mean, try this:
    1- Place both Imps around the object you want to orbit around. That is, the object will sit in the space between both Imps.
    2- Hold the Move Button (a.k.a. thumb button) in both controllers at the same time. 3- Now move one controller away from you and the other towards you.

    Is that what you were looking for?

    Pablo

  8. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Use the Grid to move them aside and work comfortably, so you can move them back into position exactly where they were.

    One way to do mesh swap is to make them not visible by default. Then create a Keyframe for each one of them that switches their visibility ON.

    You just need to keep all the different heads inside the Head group, which is jointed to the neck, and it should behave as expected.

    Have fun :)

    Pablo

  9. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Changing Looseness with the Style Tool should help you here.

    While in Style Tool, do the scale up gesture (Cricle and twist on the Secondary Move or Up on the D-Pad) to bring the Volume Brush (or press the Volume Brush button). A white wireframe box will appear. You can make it bigger or smaller with the scale gesture. Anything inside that box will be affected by the Tool.

    Moreover, you can do this while editing a Keyframe, "storing" your changes in it. Then wire that Keyframe to any logic, to switch ON or OFF the Style you stored.

    Pro tip: You can "mask" objects by selecting them. The Style Tool will affect only selected objects, if there are any.

    Hope this helps!

    Pablo

  10. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    John's method only works for grouped things. You can't "extract" the building blocks of a Sculpt. However you can duplicate the Sculpt and then delete everything else except that shape you want.

    Hope this helps
    Pablo

  11. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    In Sculpt Mode, while holding a shape on the tip of the Imp, you can press Shift+Square to Edit Shape, or press the button on the right with that title.

    In that interface you will be able to scale non-uniformly, change the grabbing point, looseness, blend mode, and other useful tools.

    Hope this helps!

    Pablo

  12. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Try and put the Action Recorder into a Timeline, so you can trim and even blend their start and end.

    Hope this helps
    Pablo

  13. 1 vote
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Hi OatmealMu! Don't panic :D

    You can re-joint the head, and then inside the Puppets Tweak Menu, on the fourth tab, press on the uppermost Bone icon and then select the Head sculpt. This will let the Puppet know where its head is!

    Hope this helps
    Pablo

  14. 2 votes
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    5 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Hi Tacobaras.

    Puppets have Procedural Walk and you can´t replace the walk cycle with a Timeline. Instead, you can create a walk pose on a Keyframe and wire it to the Puppet Interface´s "Walk Strength" output. Combine this with the Puppet's settings to achieve the walk cycle you want.

    On the other hand, you could disable Procedural Walk and create your own logic for moving the Puppet while playing your walk cycle. It's way harder though, so I recommend only doing this once you are more confident using Logic.

    Best
    Pablo

  15. 8 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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  16. 3 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    However, imagine you want several Timelines, with several lip syncs. You can't have the default mouth in every Timeline, you need a different workflow.

    You could have the default mouth's Keyframe outside any Timeline, and it could get powered OFF when pressing a button:

    Make the closed mouth shape invisible by default. Now stamp a Keyframe that makes it visible on a Microchip next to the Controller Sensor. Wire it to the Controller Sensor output that corresponds with the button pressed for talking, but use a NOT Gate to invert the signal, so the mouth is visible when not pressing anything.

    For the Lip Sync Timelines, you could use the workflow with Timers I mentioned before.

    Hope all this helps!
    Pablo

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    mmdev3 - Pablo and Rich commented  · 

    Hi Dreeko.

    As I understood, you have all Keyframes in the same Timeline. You want it to playback when pressing a button, and when releasing the button the Timeline should go back to the start. Correct me if I'm wrong.

    From what you describe it seems you need to address several problems.

    1- The mouth shapes are all visible at once.
    One solution is to make them invisible by default, that is, while there's no Keyframe recording, switch OFF their Visibility from their Tweak Menu. Now create a Keyframe for each mouth shape that switches their visibility back ON.
    This way the shapes won't be visible unless their respective Keyframe is powered ON, by the Timeline's Playhead or else.

    2- To make the Timeline play and go back to the start:
    Stamp a Timer. Wire the Timer's Output port into the Playhead. This can be done while the Timeline is open -when grabbing the wire a port at the bottom of the Playhead will appear.
    Now tweak the Timer's duration to be equal to the Timeline's, and set it to be Positional. Wire the Controller Sensor output into the "Start Timer" port.
    This method will keep the Timeline powered when no button is pressed, in turn powering ON the closed mouth Keyframe.

  17. 4 votes
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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    I find that reducing the Inner Colour of the sculpt to 0% helps making the surface more homogeneus. Increasing sculpt detail will also help, as it will make the flecks smaller.
    Let us know how it goes :)

    Pablo

  18. 1 vote
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    1 comment  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Wire that output to a Splitter for a surprise. You'll find three useful outputs, which can in turn be splitted for accurate reading of position, scale and rotation.

    You could also use an Angle sensor if you just want to read the orientation.

    Good luck!
    Pablo

  19. 2 votes
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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    You could wire the Health directly to the Colour Hue, but you lose control over what colour is displayed. Keyframes are the best way to achieve this.
    Pablo

  20. 4 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    mmdev3 - Pablo and Rich commented  · 

    Take a look in the Puppet Settings, fifth tab, check that "Follow" and "Turn towards" are disabled.

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    mmdev3 - Pablo and Rich commented  · 

    I tried this and it works as expected. Maybe it has to do with where the Rotator is wired to. In my case, I am Scoped Out completely and snapped the Rotator onto the Puppet. If you have grouped the Puppet you'll have to Scope In until you see the Puppet's blue base, then Scope Out once, and snap the rotator at this level.

    Keep us posted
    Pablo

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