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Keep the same point of view between dreams

  • cgCody

    Given two viewpoint options, you'll only need one variable with a value of 1 for first person, and 0 for third person (or vice versa).

    How you wire this up depends on how you've setup the camera transition. If, for example, you have a separate camera for each mode, you'll wire the variable directly into the power of one camera, and wire the variable into a NOT gate, then into the second camera.

    If Instead you've keyframed a single camera (or the default puppet camera) to move between the two viewpoints, you'll simply wire the variable into the keyframe.

  • Odezmah

    How do I make it where the variable has a different effect at value 0 than at value 1. And do I still need 2 variable modifiers? Maybe one for set 0 and one for set 1 or one for add 1 and one for subtract 1? Honestly I'm new to all this and variables are mind bogglingly hard haha

  • Odezmah

    I am using keyframes to change the puppets base camera

  • Odezmah

    I need it to be toggle able but also retain so I need a way to revert it back by hitting the same button again. Like touch pad to switch to first person, and touch pad to switch back to third person. And some way to tell which one you are in through scenes.

  • Odezmah

    And honestly is there by chance a way to do more? I was aiming for a play your way style game and was gunna try to give 4 povs, but I got super confused and basically have just been trying to get anything to work for like 4 days lol

  • TAPgiles

    Add a named variable. Add a selector and wire the variable's current value into the "active port" of the selector. The selector will send a signal from the current active port--A=0, B=1, C=2, etc. So you can use those to power different keyframes to set the correct view.

    To cycle through them, add another selector and set it to have the same number of outputs as the other one. Add a variable modifier and set it to affect that named variable. Wire the selector's "active port" output into the variable modifier's "operation value," and change the var-mod's mode to "set," and "continuous."

    Also, wire the first selector's individual channels into the channels of the second selector. This will make sure the second selector starts off with the correct channel as "active."

    To cycle through them, send a signal into the "next" input of that second selector.

    So the player controls cycling through positions on the second selector. Which sets the variable value. And the variable changes which of the keyframes will be powered. And the keyframe that is powered turns on the correct view.

    Now to make the variable work across scenes, tweak the variable itself and turn on "persist in dream." Then you can make all of that into a separate element--or perhaps bundle all this with the character or something. Then you can import it into each scene.

    If you find it doesn't load in the saved view properly, add a timer with a short target time, and use its "finished" output to power the variable modifier. This will delay it and allow it to load before tyring to set it again.

    Hope this helps.

  • Odezmah

    Wow thank you so much! Both of you! :) I will try it as soon as I get off work tonight!

  • cgCody

    Most welcome Odezmah. :)

    @TAPgiles, you can do without the second selector. Here's a boolean and multi-state variant :)

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