sculpting with dualshock almost impossible
having very hard time sculpting with dualshock. the navigation is very difficult. especially when you try to make a "stoke" motion.
you need to pan (left/right) and rotate (e.g. around an edge) the view at the same time while also keep the imp with motion sensor in the right spot on the screen. additionally you have to use the left stick to controll the "depth" of the imp inside the scene (e.g. to not carve out to much).
that seems like a lot of parameters to watch for and to control simultaniously. is there really no other way to make this simpler?
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I could imagine the dualshock could work like the motioncontroller. pushing it towards the camera brings the imp closer to the sculpt and draging the controller back to yourself (away from the camera) backs the imp out. this would quite natively control the all axis (x,y and z [depth]) of the imp inside a scene.
I also find it hard to tell where the bounding box of the shape, that the imp is holding, really is inside the scene; until I stamp it in. There are now visual clues like shadows or something. I have no reference to see if I'm to far into the sculpt or still not eneough. -
As you can imagine, the dualshock is more suited to precise operations, where the Move motion controllers are suited to freehand motions.
In order to remove the necessity for a camera, the Dualshock only uses the gyro to control the imp, and thus has no depth perception. Therefore if you're trying to perform a stroke like motion, its best to place your camera side on to where you want to stroke and draw it in screen space.
Try using the sticks when smearing with dualshock to get a steadier movement.
It is a bit fiddly, but you will get used to it with practise. We will look at doing a dualshock sculpting masterclass in the future.
- Rich -
Exactly what I've been struggling with. Feels like you need to use the Moves to make something good
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thank you. looking forward to the new tutorials and will be practicing my skill further :)
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It takes a little getting used to but once you get it, it just becomes 2nd nature, if you look up lvl "work in progress" you can see what I've made with the controller, it's not done so no judgement lol but it's possible to make things
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I have actually gotten some really good results with the dualshock!
What I do is go to the stamp tool, not the smear tool and turn the blending up (for organic characters at least) and then stamp sort of where I need to and adjust it after. It takes a bit of time but I quite enjoy sculpting with a dualshock using this technique. -
It is tricky... it would be great to be able to activate depth if you do have a camera just to add that little bit more input control.
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I was really struggling during my first 36 hours or so, but I’m getting the hang of it now. It’s just a case of practicing a bunch, I think. The guides help a lot (grid mode and precise mover are your best friend for this sort of thing!). Try not to get too stressed, you’ll get the hang of it soon ?
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I agreed with you for the first 2-3 hours but then I got the hang of it and I must say its a ton of fun. But I wish the game made more of an effort in showing that there are people who have an easy time doing what is so difficult to get the hang of in the beginning, just to show everyone that they just need practice. I thought that it was the games fault when in reality I just needed to get used to everything in Dreams including navigation, to be able to sculpt smoothly.
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It was hard at first and some getting use to but after a couple of hour I got better. Now I'm confident that I can sculpt anything.
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It's so hard for me too ( i only got in recently). But i think it's because it's a wonderful tool to get used to and that's what makes it special. It's like the first time we did math or that we were riding a bike, it seems impossible and complicated, but once we master it we can do anything !
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Just know you're not the only one struggling. I am completely baffled how people are sculpting characters. I have messed around with the soft blend but I can't get it to resemble a bit of my imagination. Hopefully someone makes a basic character sculpting tutorial now that the NDA is lifted.
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I'm about to upload a controller guide to help remember the buttons.
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Just practice for a few hours. You'll get the hang of it.
I thought the same thing, but now I'm really use to it! :D -
I believe that for controller it is best to use stamp + some of the blending. Because then you dont have to think about all of it at once, but you can position the imp preciselly and you see the preview of the changes.
If you need to "smear" something, then use the "curve" shape. -
Is this the big ‘working with the motion control in the dualshock is undo-able’ thread?
Really a mystery to me why mm choose this way of control. Loosing every precision this way. Imp wanders all over the place even if the controller is steady.
It kills creating in dreams for me. So please give us the option to turn it off.
Ow and its not just me, 90 % on my friendlist hate this way of control.
Creating should be relaxing, this is just stressful and frustrating. I doubt many will stick around if this is not changing. -
I find the depth of anything impossible to keep level, e.g. my copied platforms in the tuturial go off at a wonk. Not the straight shot to the exit more a wobbly path of a tipsy Connie. It's probably my shaky hands and I've not tried my move controllers yet so this might fix my problems
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If you could use a mouse this would sort a lot of this out as you would have better control of your imp better still kill of the imp i hate it getting in the way
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I invested in Move Controllers but I know that’s something many might not want/be able to do.
That said, some of what you’re describing I experienced with the Move Controllers too. I hope that they make a Masterclass for sculpting with the Dual Shock, that might help people get some good practice.
The number one thing I recommend, regardless of what controller you’re using:
Stamp first, THEN adjust the shape.
After you stamp something you can use the “nudge” function (I think that’s what it’s called), where you lightly hold the trigger to grab and it very slowly moves/adjusts. This works for stamped shapes AND for the “subtracted” shapes you put down. -
Even when I position a sculpting primitive perfectly, what I see isn't what I get - what I see is the primitive positioned perfectly, but what I get is the primitive displaced from that position by the motion control jerk caused by the action of releasing R2.
An idea for fixing this: "filtered motion control" - on releasing R2, the last quarter second of motion control is undone before finalizing the operation. -
Sculpting with the Dualshock isn't impossible, at all. But it's true that it can become really frustrating sometimes because it's really complicated to feel the depth.
I don't know if it's possible, but I think it would be really usefull :
1) to have a visual feedback option with the 3 axes visible, that allows us to know how far from the camera we are.
2) a way maybe to block 1 axe in order to work just on 2 axes (and after, switch back to 3 axes) ? -
Have to agree. I'd KILL for some sort of tablet support, even a bog standard bit of Wacom support would make Dreams about a zillion times better. I'm using Dual Shock as I do have the option of both move and dual shock, but I find it even more impossble to 'draw' smoothly with the move controllers tbh. I think Jorin summed things up by saying the best way is to use the stamp tool copiously, stamp your shapes, adjust them and then soft blend them with others (which is great for organic shapes).
When drawing more precise and complex mechanical shapes though, sometimes it's just easier to draw one shape, then repeat clone it to get a good solid (and blissfully STRAIGHT) line.
One other thing it's worth mentioning, the action of releasing R2 does mess things up but I sometimes find using the X button as an alternative allows me a smoother 'release' so I'm tending to use that more.
Dreams is horribly addictive though, particularly for sculpting. I've longed for something affordable that works a bit like Z-Brush and this is the closest thing I've seen yet.
Some things I believe would improve everything to no end.
1) Ability to loft. Sure you can stretch your shapes out etc, but being able to 'loft' from a shape or a surface would make modelling stuff like trees, branches etc FAR more easier.
2) Surface face control. Like you can stretch a shape, it would be great to be able to control the 'face' of flat surfaced objects, again to either loft them, shrink / inset them or angle / rotate them (for example, if you had a cube, being able to move , angle or control all faces of that cube would make modelling far more intuitive - kinda like a proper 3D modelling tool like Blender).
3) Some method of painting shapes that you could later 'fill' to make them solid faces or objects. Again, this would really be a game changer for the ability to make a solid with a specific shaped profile (for example the side of a car or something).
4) Better 'surface lock' tools. I just cannot get my head around how one object locks to another's surface at the moment, but it could just be that I need to spend more time with the tools. So far I've been using a combination of soft blend and a bit of 'hit and hope'.
5) More intuitive mirroring. It drives me slightly bonkers that you don't set the 'mirror' plane first, but have to draw an object for that to determine where to place the mirror, rather than the other way round. Would prefer to place the mirror first, then the object I want to mirror!
I am guessing a lot of these would probably stretch the limitations of the 3D engine a bit as it works on particles rather than polys, but some of these would definitely help loads.
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