CLOUD1985

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    You could add a dummy sculpt (simple block that will be invisible).

    Add a tag to the ship & set its reference axis.

    Add a follower to the block that follows that tag on the horizontal axis only (left & right).

    Then add a camera or camera pointer to the block.

    A more elegant solution might be to create an area for the ship to move about in with zone limits around the edges & have the background & enemies emit off screen & move into & through the players view.

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    You can default back to any desired output on a selector by giving the selector a positive signal on the corresponding input.

    I tend to activate the desired input & then power the selector off for a single frame & then back on again. This should force your desired output to go high. I had the most reliable results this way as without the power off & on I saw some unpredictable shifts in the outputs at times.

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    Assuming you want walking to be the default, set the puppet movement speed quite low.

    Then place a keyframe & in record mode set the puppet movement speed to running speed. Then power the keyframe via whichever button you want the player to hold in order to run.

    When the run button is pressed the keyframe alters the puppet movement speed to its higher, recorded value.

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    Think you need to split the controller output twice (down into the positive & negative outputs) then wire the positive & negative signals into a combiner set to controller. The output of that combiner should give you what you need.

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    I could be wrong but I think this comes from the logic in the game updating at 30 FPS combined with the physical scale of the objects involved.

    If your objects are small enough that at speed they pass through each other in under a single frame then the collision is missed.

    I'd suggest scaling everything up to a larger size & using max physics settings if possible & see if that helps.

    Also if you can work out the speed at which you start to see problems you could use this speed value to selectively activate a laser scope on the ball that points in the direction of movement to help detect collisions before they happen.

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    I think you'd have to place it into a group with your camera & scale it to correct size.

    Try searching YouTube for tutorials on building a custom HUD

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    Maybe try add an advanced mover to the puppet which is powered off by default & has all movement set to 0 & all dampening set to max. Add a keyframe & set it to power on the mover.

    Power the keyframe along with the second camera. When the second camera activates the keyframe will switch on the mover & max dampening in every axis should prevent the puppet moving.

    Alternatively you could set the keyframe to power off the puppets controller sensor but I think that'll eject the imp too, maybe try & see how that works too.

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    @TAP do force appliers work on labelled paint strokes?

    If so you could prevent paint clipping through the puppet by adding a force applier to the puppet that acts only on the paint.

    You could be more targeted & add them only into areas where paint clips too.

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    CLOUD1985 commented  · 

    Yes the kind of effect you want needs paint rather than sculpting.

    There are plenty of tutorials on YouTube for this type of thing.

    You'll probably need something like a flat paint stroke cloned many multiple times to fill in the gaps & made physical to create the effect of cloth.

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    CLOUD1985 commented  · 

    Open the painting tweak menu & make it physical, assuming you made it with paint of course.

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    No problem at all, really happy to help

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    CLOUD1985 commented  · 

    I'm unsure why you are using connectors here.

    If you simply want to add a new face to the puppet you need to grab the face & while holding it, scope into the puppet head group.

    Then move the face sculpt into position, open its tweak menu & make it non-movable.

    Then scope back out of the puppet head.

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    Try keyframes. When the imp grabs the ball the keyframe makes the ball light so you can move it around naturally (no rubber band effect).

    Then when the ball is released the keyframe switches off & the ball becomes heavy again.

    I would say you can rarely rely on the default physics as every game is different so you will usually run into these kinds of issues which need custom & creative solutions & workarounds. That's game development.

    You may need a combination of keyframes, movers, force appliers & sensors to make your game physics work the way you want.

    Most problems have multiple solutions & virtually every problem can be solved

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    CLOUD1985 commented  · 

    I'm not entirely sure what you are asking, do you mean during gameplay with the imp grab sensor?

    I've never experimented with it but is it possible the density of your bowling ball is too high & is causing the imp to look like its struggling to lift it when grabbed during gameplay?

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    2 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    You need to scope into the puppet group while holding the object to add it to that group & make it non-movable within the group.

    I strongly suggest doing the tutorials as they explain these simple concepts in good detail step by step. The character tutorial has a step explaining how to do this.

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    Wire the direction outputs to AND gates & use the gate output.

    For example wire the left & up directional outputs into an AND gate. The gate output should go high when you press diagonally up to the left.

    For finer control pass the directional outputs through signal manipulators so that they have to be a certain strength before they register.

    This way you won't get false diagonal outputs when you're just trying to press one of the four main (up, down, left or right) directions.

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    I'd recommend using a bit of smoke & mirrors for this.

    Copy the object you wish to pick up & add it to the puppet hand group but make it invisible.

    Make a pickup animation that is activated by a button press when in proximity to the object that is to be picked up.

    When activated, the animation makes visible the object in the puppet hand & simultaneously destroys the object being picked up. (a wireless transmitter on the puppet sending a signal to a receiver & destroyer on the object can achieve this).

    Then make a throw animation that emits a new object from the hand (but outside of the puppet group) & makes the object in the hand invisible again.

    This covers the basic concept as an in depth explanation of everything would be a wall of text. Let me know if you have issues with any of it & I'll try help further.

  14. 2 votes
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    From the video it looks like a collision issue.

    Make the launcher sculpt non collidable so it can't hit the drone body.

    Also I'd suggest using the grid when adding the piston to make sure it's attached upright.

    I'd also suggest using a keyframe to raise & lower the launcher. It'd be far less hassle & more reliable.

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    Can you feed the hit position from the scope to a follower. I can't remember exactly how, but I made something similar for a bouncing ball before to display a target to show where the ball would land.

    A follower set to max speed should work.

    You could also feed the position & orientation from the scope to an emitter to emit the target text.
    The text can be added at the centre of an invisible dummy cube sculpt. Group the text & sculpt & emit it using the scope hit data.
    The sculpt should emit with its centre at the scope hit position & since the text is at the sculpt centre, the text should appear to emit wherever the scope hits.

    Think this gives a flicker effect for a moving scope though due to the required constant emiting of the target.

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    The laser scope has an orientation output that can be fed into an emitter to emit an object in a certain direction or orientation.

    Its handy to emit things to match impacts on certain surfaces accounting for the surface angle.

    It can take a bit of fiddling with settings to get the effect you want.

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    1 comment  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    Try add all of your current whips to the character hand & group them with the hand. Make position 1 visible & the others invisible.

    Scope into the group & add a keyframe & record position 2 visible & the others invisible.

    Add another keyframe & make position 3 visible & the others invisible.

    Add the keyframes to a timeline one after the other & press play to see how it looks.

    Add more whip positions & keyframe them as above for a more natural look.

    Keyframe the puppet arm as needed to make the throw the whip animation. You can add these keyframes to the same time line & fiddle with them for timing.

    There is obviously a lot of work in this & I'm trying to boil it down to bullet points as it's difficult to adequately describe the solutions to complex problems in a short piece of text

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    CLOUD1985 commented  · 

    Try animate the 3 whip positions on a timeline for better effect.

    You could go all out & do a frame by frame whip using paint.

    You could build multiple sculpts either & animate them frame by frame on a timeline.

    No matter what way you choose to build it, a natural looking whip is going to be quite a bit of work but you'd learn a lot in the process on animating.

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    3 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    You could animate them in sequence on a time line with keyframes.

    At the start of each keyframe the paint stroke can be given an end point of 0 & increase this value over time to make it appear as if the stroke is being drawn from start to finish.

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    4 comments  ·  Dreams "How Do I?" 🤔  ·  Flag idea as inappropriate…  ·  Admin →
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    CLOUD1985 commented  · 

    Have you tried to get it working with the basic mover or do you specifically need an advanced mover?

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