AndymationB
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One way to accomplish this would be to have your player puppet's attacks incorporate wireless transmitters for each attack. You could label one "kick" and the other one "punch".Then on the enemy, y...
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I would love that. Although this is probably better suited to the feedback section.
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I imagine once you build your actual scene, and the ground becomes uneven, boulders are dropped, trees are jumbled up, etc., the line of sight will be much less linear and the game will have an eas...
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Variables are pretty straight forward. Your vision, however, may be far more complex. lolLets say they have 4 powers to choose from, and triangle is the power button. You can put a variable called ...
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Unfortunately the move controllers are not yet fully functional in play mode. Many button aren't functional, and the camera can only be moved side to side. Mm has mentioned that they're working on ...
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Like TAP said, if you place a sun/sky gadget in a scene, the scene should load with it started. No transition should be visible. You definitely don't want it on a timeline or affected by any keyfra...
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My guess would be this is based on the puppet's control base. Mechanically speaking, the feet are just for decoration.I don't know of an easy way to fix this. Unless you wanted to add tags to the c...
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Puppets have tons of extra logic built in for all those animation options. You'll probably have to find a way, like you said, to use some other object with simple animations instead of a fully func...
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The signal manipulator's custom remapper is what you want. You have to select the fourth mode button (It's called "Customer remapper"). Then the scary as *bleep* zig zag window appears. I was initi...
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Upon further half-baked testing, it appears you can forgo the block and gyroscope. Just stick the laser inside the puppet chip. As long as you leave that "Local Space" button active (It's on by de...