FlashMedallion
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Procedural Animation in the pre-made puppets uses a bunch of behind-the-scenes calculations to manage animations like walking and jumping for your puppet. It automatically takes care of things lik...
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I have a suspicion that unless it's one off, you're going to want to do something with the paint tool, making it 'Physical' and 'Attached at Both Ends' in the tweak menu.Really it'll come down to h...
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If the curvature of your cylinder is constant, perhaps you could pipe your L-stick movement through a splitter, add a variable to depth-axis movement with a calculator, and then recombine and pipe ...
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So to break the problem down into English, the major component here is essentially mapping 2D movement into 3D space, is that right? You only want left and right inputs, but you want the avatar to...
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You could wire the object velocity to a calculater, when it equals zero then provide power to the Controller chip
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Paint is a nightmare, I really dislike the random scattering. It's great for quick designs and broad... err, strokes... but sometimes I have a specific design I need it for and the randomness, and...
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So you have the animation that plays on a button press? Put that inside its own logic chip.Wire the Power input of that chip to a counter that defaults at 0 and has a max value of 1.So the chip is...
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So there is one element called Persistent Variable or something. You use this to manage all data and save values for players when they return.One way of using it might be to number all your checkp...
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The Paints won't apply physics, so this is a two step thing.First, attach the basket to the balloon using 'String' under 'Gadget. This will make it behave like it's hanging, so one from each corne...
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Someone's already pulled this off.My guess is you want an advanced mover, generating a force downwards with Local Space switched on. Then it's just a matter of using a default Puppet and making sur...