KemwerSeth

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  1. 17 votes
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    10 comments  ·  Dreams Feedback 🤓 » Camera & Controls  ·  Flag idea as inappropriate…  ·  Admin →
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    KemwerSeth commented  · 

    @RabidDevilBadger: while I see your point, prioritizing feature development is beyond the scope of this forum. Our "job" here is simply to offer suggestions on new or improved features we would like to see as users, and offer our *opinion* on which ones are more important to us via voting. It's up to Mm to decide if or when they will be worked on.

    This is a worthy improvement on the color tools in my opinion. The existence of possible workarounds doesn't make it less important.

    KemwerSeth supported this idea  · 
  2. 5 votes
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    6 comments  ·  Dreams Feedback 🤓 » Art Modes  ·  Flag idea as inappropriate…  ·  Admin →
    KemwerSeth supported this idea  · 
  3. 6 votes
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    8 comments  ·  Dreams Feedback 🤓 » Art Modes  ·  Flag idea as inappropriate…  ·  Admin →
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  4. 6 votes
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    2 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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  5. 13 votes
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    5 comments  ·  Dreams Feedback 🤓 » Camera & Controls  ·  Flag idea as inappropriate…  ·  Admin →
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  6. 21 votes
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    2 comments  ·  Dreams Feedback 🤓 » Create Mode  ·  Flag idea as inappropriate…  ·  Admin →
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  7. 3 votes
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    2 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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  8. 10 votes
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    2 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
    KemwerSeth supported this idea  · 
  9. 1 vote
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    1 comment  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    KemwerSeth commented  · 

    Could you expand on how you'd use that? I'm not sure I understand how this would work, since the entire point of making objects non-physical is to prevent any external forces from being applied to them.

  10. 6 votes
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    4 comments  ·  Dreams Feedback 🤓 » Tutorials  ·  Flag idea as inappropriate…  ·  Admin →
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  11. 1 vote
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    2 comments  ·  Dreams Feedback 🤓 » Create Mode  ·  Flag idea as inappropriate…  ·  Admin →
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    KemwerSeth commented  · 

    A "terrain tool" implies a way to draw some sort of elevation map from flat geometry, which is just not something that exists in the Dreams engine. You can create terrains using the same sculpts that are the base of every other geometry in the game. There are quite a few tutorials online if you need help.

  12. 40 votes
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    15 comments  ·  Dreams Feedback 🤓 » Art Modes  ·  Flag idea as inappropriate…  ·  Admin →
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    KemwerSeth commented  · 

    Yeah, I just don't think it's as big a deal as you suggest. I think my understanding of the engine is not that far off from yours, and I am aware of the issues you are describing, I just feel it's an acceptable shortcoming that can be easily dealt with in the majority of cases. So in my view it's not really a case of "it can't be done without reworking the entire engine pipeline", but "you can do it, but there will be some issues".

    Tools having drawbacks don't make them useless or to be avoided, there are already many things within Dreams that cause issues that need to be addressed by the creator: emitting objects with logic can quickly cause a scene to use all available resources and soft-crash your game, but the solution is not to prohibit users from emitting objects with any logic in them, they just have to learn to work around that and optimize their game. That's only one case I can say from the top of my head.

    For example, if you have a wall and append some fixture that happen to create a hole on the wall around it, you can duplicate the original wall sculpt, which will put it in the end of the edit stack, therefore fixing the hole. Sure, the more complex the objects you are merging more complex fixes might be required, but I personally think the benefits of such a system outweigh its problems, just like in the emitter situation above. And that's assuming this suggestion were to be implemented without any attempt to address these problems, which could potentially also be done without a need to modify how the engine itself works.

    I also think that editing the sculpt history would be a desirable feature which would mostly allow users to solve any issues created by this feature, but that's a whole new can of worms. I think I voted for a similar suggestion in the past.

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    KemwerSeth commented  · 

    TAPgiles: I don't know if you have insider knowledge of how the engine works beyond the publicly available information, but why do you believe that it couldn't be done with the current engine?

    What I'm suggesting is nothing beyond appending all edits from one sculpt after the full history of another, as if the user had manually added each positive/negative/color primitives manually. And just like on a manual process, any inconsistencies like negative shapes from the imported sculpt cutting into the existing one can be handled by the user by removing elements from the history, or adding new ones.

    If you know as a fact, or can extrapolate of other possible issues, I would love to be aware of them in more detail.

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    KemwerSeth commented  · 

    I think that instead of describing this as shape memory, I would say: sculpt stamping.

    The same way we can stamp elements into a scene (including sculpts, paint, logic, etc), this would be stamping partial sculpts within another sculpt. Thinking about this way would also open the avenue for exporting and sharing partial sculpts, so if you're making a character's face but you're terrible at making ears or noses... just stamp an ear or nose sculpt from another user into your head model.

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  13. 4 votes
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    1 comment  ·  Dreams Feedback 🤓 » Camera & Controls  ·  Flag idea as inappropriate…  ·  Admin →
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  14. 6 votes
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    3 comments  ·  Dreams Feedback 🤓 » Art Modes  ·  Flag idea as inappropriate…  ·  Admin →
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  15. 3 votes
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    3 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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    KemwerSeth commented  · 

    Yeah, I agree with those suggestions. It would definitely help for the type of games I'm working on, all of which require some higher level of precision than "eyeballing".

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    KemwerSeth commented  · 

    The word you are looking for is "gizmo", not "widget", that's how these interactive interfaces that show up on demand are usually called :)

    Have you looked into the Precise Move tool? While it does not display a gizmo that you can use to explicitly translate or rotate on an specific axis, it will lock the translation/rotation to an axis once you start moving the object. It gives basically the same benefit of the gizmo you proposed, without showing any additional elements on the screen. It's still a little finicky when trying to do very small changes because it identifies the axis by how far you moved in one direction, so if you only move a little it struggle to pick the right axis... but it's still better than nothing.

    I'm 100% with you on the snapping degrees, however. I hate it that you can only snap to 45 degrees using the grid, and while with the precise tool you see how many degrees you are rotating it only shows whole numbers, so you can't be sure you are actually at 30 degrees, or anywhere between 29.5 and 30.5 degrees.

  16. 8 votes
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    4 comments  ·  Dreams Feedback 🤓 » Art Modes  ·  Flag idea as inappropriate…  ·  Admin →
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    KemwerSeth commented  · 

    Image for additional clarity of what I mean:

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    KemwerSeth commented  · 

    L1 + Touchpad up/down on the left side: Blending, on the right side: Looseness. What do you think?

  17. 3 votes
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    0 comments  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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  18. 3 votes
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    1 comment  ·  Dreams Feedback 🤓 » Gadgets & Logic  ·  Flag idea as inappropriate…  ·  Admin →
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  19. 2 votes
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    2 comments  ·  Dreams Feedback 🤓 » Dreamiverse  ·  Flag idea as inappropriate…  ·  Admin →
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  20. 4 votes
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    2 comments  ·  Dreams Feedback 🤓 » Art Modes  ·  Flag idea as inappropriate…  ·  Admin →
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    KemwerSeth commented  · 

    So if I modeled a full character on a single sculpt, switched to Paint Mode and used this tool, I would create a new paint object with the exact shape of the object, but without its internal volume? In a single click?

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