Yay, we're back! A few questions...
Logic
- Is there a specific order of operations and if so, what is it? :)
- How do you create an emitter that emits an emitter with animation keyframes attached to it? Specifically how do you start the animation?
- Regarding workflow: Changing/tweaking objects that are being emitted is a pain... At the moment the only i've found is to delete the emitter so the object becomes visible again, edit it and then create the emitter again. This is very tedious, surely there is a better way?
- What do i use if i need a constant value of 1? (to start logic without user interaction for example).
Regarding sculpting:
- I am working on a scene, how should i deal with props? Create a separate file and import them in or just sculpt them in the same document? What is better? What do you recommend?
Thanks in advance!
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Should've numbered these lol
1) the highest value wins - so if you have two things powering something on, and one output 1 and the other output 0.75. The final output will be 1.
2) I'm not sure what you're asking. You want to make sure your emitters emit with wires. After that, as long as something is set up to power on your timeline or keyframes, they'll turn on.
3) if you turn off "Preview invisibility" and open the tweak menu of the emitter, you should be able to see the emitted object and its attached logic. You can also press triangle on the "emitted object" button to reset it to default so you dont have to erase the whole emitter.
4) You can use a lot of different things, but my go-to is a counter. Set the current value to 1 and target value of 1 and it'll always emit an on signal.
5) This is a personal preference thing. I like to do all of mine in one scene and then just save them as unique sculpts if I need to. Helps me keep everything on-theme. There's no reason you couldn't do them separately and import them, though. -
Hey, thanks!
1- the question came from using a destroyer and my logic not working at the time so in an effort to debug i wondered if there was an order of operations.
2- yeah, i tried that but it didn't work :(
3- kk
4- Nice, i'll use that
5- yeah, i went with that as well -
Order of operations: As far as I can tell, it's on a frame-by-frame basis. Anything that exists and is powered on during a given frame will be processed. Anything that doesn't exist or isn't powered on during a given frame will not be processed. (Note that audio or timelines that play "once" will continue playing without power. So things *on* the timeline will still be powered and unpowered at the right times. But none of the *timeline's* features will do anything--eg. end trigger output.)
Emitters: An emitter will emit an object. That object can be a group containing multiple objects--including things like keyframes and logic and emitters. Animation should start as soon as it's powered. So when it's emitted, it should start playing automatically--unless you have some logic hooked up to the gadget's power. It would be hard to debug your specific problem without knowing more about the logic setup.
To edit an emitted object, turn off "preview invisibility." Now you can see the object (kind of faded out). You can scope in and do whatever you like in there, even add or remove objects, or create new ones.
To start logic off, I use the switch gadget. If I want it to be permanent, I turn of the gadget's UI in the tweak menu so it just shows the value it's sending. For reference, you can also use the value slider in the same way.
If you own the scene you're in, sculpting in-scene is perfectly fine. And you can always select an object and click the "save as new creation" context button to save it out later. If you're working with others and are collaborating on someone else's scene, it's best to create objects separately, then publish and bring them in to the scene. If you don't own the scene, then only they are able to save things out--which means they own that prop when it's published, also.
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