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Press L1+Right on the d-pad while the imp is hovering over a blank space on the timeline, to zoom in on the timeline. When you zoom in all the way, you can position keyframes precisely down to the ...
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In one of the tabs there's a toggle for whether the sound is global or located in 3D space, and you can tweak the sound's radius to change how the volume falls off. If you can't get the exact fallo...
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Mike, there have been a few instances where my camera ended up way far away from anything in the scene, and when that happened I wasn’t able to position the imp precisely enough to be able to touch...
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Create a Calculator, a Variable, and two Variable Modifiers.Set the calculator to calculate 1 divided by 30 (dreams runs logic at 30 frames per second, so we need one thirtieth of a second).Set the...
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Tweak the sculpt so it's not movable, then scope out and tweak the group so it is movable. Then they'll move together.
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I'm guessing what's happening is you didn't move the puppet's group and just moved their body parts, so the puppet's physics collider is still down on the ground at the bottom of the wall while the...
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You're trying to get something like the Soft Blend in sculpt mode, right? Unfortunately you have to put everything in the same sculpture to do that, so you'll just have to stamp more shapes in scul...
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Make sure the first thing you click on when creating the ball joint is the neck, and the second is the helmet.
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Move the helmet into the puppet's group like this:Grab it by holding R2While holding R2, scope into the puppet with L1+X.If you deleted the head, you'll also need to connect the helmet to the neck ...
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It's pretty basic trigonometry, just use a sine and cosine. If you want 0 degrees to point in +X and 90 degrees to point in +Y etc, the values are x = cos(angle) and y = sin(angle). Make sure your ...