cgCody

My feedback

  1. 3 votes
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    2 comments  ·  Dreams VR Bugs  ·  Flag idea as inappropriate…  ·  Admin →

    Hey phort,

    We’re sorry to hear you’re facing these technical difficulties, can you please confirm if the issue is still occurring, if so, may we please have a video of the issue?

    Can you also please refer to the tips below:
    Check the VR camera orientation

    Confirm your position through the Adjust PlayStation VR menu while holding down the PS button in-game

    Ensure to turn the brightness of the DS4 lightbar to bright

    Have a low light level area for VR use

    Check for any reflective surfaces in the room that could cause the imp lasers to drift

    Hope this helps.

    Cheers
    RHR

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    cgCody commented  · 

    This keeps coming up and folks keep saying that's just the way it is with camera tracking. But there is definitely something else going on here I feel.

    For me, the DS4 (tested out of 3 I own. 1 is less than a year old.) is completely unusable in VR. The drift is constant, back and forth, sweeping through about 60° at a rate of ~1-3 seconds. This will immediately continue after recentering or shaking the controller.
    That sounds like I'm being dramatic, but I'm not. It's literally like holding a fire hose on full blast.

    My VR setup is perfectly calibrated, in a room setup specifically for VR. It's rock solid in other VR games. It's even rock solid in Dreams play mode. The VR puppet hand perfectly matches the controller's position and rotation. The issue only occurs with the DS4 beam. My moves also have no issue.

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  2. 5 votes
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    0 comments  ·  Dreams Feedback 🤓 » Create Mode  ·  Flag idea as inappropriate…  ·  Admin →
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  3. 12 votes
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    1 comment  ·  Dreams Feedback 🤓 » Create Mode  ·  Flag idea as inappropriate…  ·  Admin →
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  4. 2 votes
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    6 comments  ·  Dreams Feedback 🤓 » Create Mode  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    All 3 (CAD, mesh, and Dreams) are very different beasts. CAD software typically uses parametric solid modeling. It's more akin to vector design, but in 3D.

    Dreams uses voxels, which is like 3D pixels.

    That said, I do hold out hope that Dreams will one day allow us to have more control over direct voxel manipulation. There's so much untapped feature potential here. In particular, procedural modifying/texturing of shapes is something you see in mesh modelers, but is actually vastly more suited to voxels. But this would likely be a lot of work given the nature of how Dreams strictly uses primitives for sculpting. If it ever happens, it'd likely be far in the future. 🙂

  5. 4 votes
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    3 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    I'd like this, though more generally, there would be a massive benefit to an option on connectors themselves to work non-physically. The shortcomings become apparent on more complex rigs that have looped connections and parts that rely on IK, where time has to be playing when keyframing a part.

    In other animation software, there are often a set of connectors (called constraints) that work with physics, and a set that doesn't. The set that doesn't just act as pivot points without all the physics baggage. Without going into nuanced detail, I think folks would be surprised at how much control they're missing by Dreams only having the one option. 🙂

    Bonus point: Non-physics constraints are MUCH cheaper.

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  6. 20 votes
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    0 comments  ·  Dreams Feedback 🤓 » Camera & Controls  ·  Flag idea as inappropriate…  ·  Admin →
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  7. 3 votes
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    3 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    Yeah, it's definitely blend, as I'm using that to my advantage on my boids system to position the boids at their average group center.

    Changing the type would be useful, though. Having an add blend type would be especially useful here.

  8. 2 votes
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    2 comments  ·  Dreams Feedback 🤓 » Other  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    TAP, in order to release a dream as VR compatible, the scenes also have to be listed as such.

    This is a tricky one. I do think there needs to be a way for collaborators to work around this. On the other hand, I'd hate to see the "VR only" dream surfing filter become meaningless because everyone is getting their friends to mark stuff as VR just for increased exposure. It would happen as sure as folks abusing the tag system with 10+ unrelated tags.

    That said, I'm for the idea, but I think there should somehow be a checklist of things that must be in the scenes for it to work. Some way of requiring a minimum effort in making it actually VR compatible.

  9. 3 votes
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    acknowledged  ·  2 comments  ·  Dreams Bugs 🐜 » Accessibility  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    Are you uploading your stuff to the cloud, privately? I don't mean the PS+ cloud, the one built into Dreams. You shouldn't have any issues if you're doing that.

  10. 1 vote
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    acknowledged  ·  3 comments  ·  Dreams VR Bugs  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    This also happens for me anytime I leave create mode to the home screen menu. The imp beam is missing for ~10 seconds or so.

  11. 8 votes
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    acknowledged  ·  8 comments  ·  Dreams VR Bugs  ·  Flag idea as inappropriate…  ·  Admin →
    cgCody supported this idea  · 
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    cgCody commented  · 

    I've also experienced this, where "forward" after recentering no longer matches "forward" in my room. Usually it's after being in for a while.

    It's worth noting, @COZALFY if you weren't aware, there's an additional step to recentering the imp beam while in VR. Hold the options button to recenter your view, then keep holding for a bit longer to recenter the beam.

  12. 74 votes
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    12 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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  13. 7 votes
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    3 comments  ·  Dreams Feedback 🤓 » Accessibility  ·  Flag idea as inappropriate…  ·  Admin →
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  14. 5 votes
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    4 comments  ·  Dreams Feedback 🤓 » Camera & Controls  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    I'd prefer this option back as well. Currently, it's a bit hard to pivot above or below a sculpt to work.

    I know that it's a VR comfort measure, but even with being really sensitive to VR motion, having the static sky option ticked is enough to convince my brain I'm rotating the sculpt, rather than pivoting the camera. 🙂

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  15. 3 votes
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    6 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    It's not my feedback, TAP. I'm just informing you that this is a real thing that exists in other game engines.

    Not everyone wants a workaround. Many people here request tools that are available in other software. 👍

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    cgCody commented  · 

    Nah, TAP. You could use the follower to do some tasks of a spherecast, but there are very different use cases. A spherecast is an actual thing found in game engines, like raycast (laser scope).

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  16. 2 votes
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    acknowledged  ·  9 comments  ·  Dreams Bugs 🐜 » Animation  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    @raz0rbackzwei We did get an answer from John Beech on Twitter.

    @TAPgiles, well you were right about the exponential growth. As John stated, the slow down at the end is due to Dreams attempting (poorly imo) to add in additional interpolation to balance out the effect.

    That said, I still don't see a reason why this couldn't be implemented in a way that does not have this side effect.

    Seems to me it'd only be a matter of updating the current value to be equal to the new value, as long as the new value is not less than the previous frame's value. As I said before, I could implement exactly this in Dreams logic, so certainly it can be done in pure code.

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    cgCody commented  · 

    Amigo, it doesn't get exponentially faster as you state in your video. Look at the graph. It speeds up and then gets slower. That completely debunks your theory that it's compounding over time. It literally does the opposite.

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    cgCody commented  · 

    That makes no sense. The sole job of the option is to freeze the value at whatever it was last at. One could create simple logic that serves that function, so I fail to see how coding it as such would be a case of "Well it's just impossible to do it any other way, so just deal with the *unintended* side effect.'

    Also, if you look at the remapper graph, you'll see that the signal speeds up then slows down. It doesn't just get faster and faster. 🙂

    All that is to say, even IF it was coded this way purposely as one way to get the job done, it's still a bug. It's still doing something that is not the intended purpose of the feature. As someone that does a lot of animation stuff, it's a pretty BIG unintended side effect. Took me since EA to realize this was causing weird timing issues on much of my stuff. If that's not a bug, then the description should be renamed to keep changes+ease in/out.

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  17. 4 votes
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    1 comment  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    The upcoming time gadget will allow this.

  18. 3 votes
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    7 comments  ·  Dreams Feedback 🤓 » Create Mode  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    Not objects hidden with the hide/show tool.

    Anyway a save selection feature would come in handy is when temp groups aren't an option. ie, you have an armorred puppet with each section being a group of parts. If you want to adjust the armor's material properties, you either have to do them one group at a time, or save them as a separate element and use the update tool. Neither is ideal for quickly testing different looks.

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    cgCody commented  · 

    Yeah, double tapping x on any object selects everything in the scene, or everything in the group if you're scoped in to one. Hidden objects are not selected.

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    cgCody commented  · 

    I've wished for this myself at times, but more so for the ability to simultaneously select multiple objects from separate groups.

    That said, where applicable, groups do serve as selection savers, as you can scope in and double tap to select all in group.

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  19. 4 votes
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    2 comments  ·  Dreams Feedback 🤓 » Art Modes  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    I think the default scale of things feels too big in general. More often than not, sculpts will be close in size to a puppet (humans and human sized props). Yet at this scale, almost all sculpts need to be scaled down, are too far from the camera, and the camera moves too fast. 🙂

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  20. 2 votes
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    4 comments  ·  Dreams Bugs 🐜 » Other  ·  Flag idea as inappropriate…  ·  Admin →
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    cgCody commented  · 

    It's the URL slug in the image you attached. The asterisks are filtered characters.

    That said, coincidentally, I just tested this and I can't seem to get ANY links to work. So maybe there is a new bug. 🤔

    EDIT: Scratch that. It seems it only works when updating from the website. I was trying it from within the game.

    Another thing I noticed is the link in your attachment doesn't match the link you last posted.

    /m*******e797004

    /mENzJKtGFAR

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    cgCody commented  · 

    According to a past discussion on Twitter with one of the devs, they are aware of this. It has to do with the profanity filter. Sometimes you get unlucky with the random characters. I believe Mm plans to rework the profanity filter at some point, which may fix this.

    Fortunately, there are two ways to link a creation:
    \slug is the base ID found in indream URL.
    \baseid can be found when you click the moderation button in game for the creation. Just be sure not to submit moderation. 😉

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