Mm Bogdan & Matt
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Hi,if all the rotators affect the same object you shouldn't need to use the Affected Object output directly. Just stick the logic chip onto object and all the rotators will affect the object that ...
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Hi,you can achieve this by wiring into the signal manipulator's graph directly. Switch it to "Custom Remapper" so that the graph appears. Then wire the output of a combiner to the input of the gr...
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Hi, 1. Not directly to a timer no. I think the best thing would be to roll your own timer using a variable gadget. You could use a variable modifier triggered each second (using a timer) to subtra...
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Hi, it's only real use is to allow you to identify what type of wire is going into the splitter. If you were making some reusable logic you could perhaps use it to alter behaviour based on the typ...
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Perhaps the stick is just transitioning from 0 to 1 very quickly and so you don't see a transition? You could try putting the stick through a signal manipulator with smoothing added. Wire the smo...
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Hi, You can use the power input of the timeline to do that. Power one timeline up as you power the other down and you will get a blend between the two.thanksMatt
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Hi, the orientation & rotation data type are the same there are just some naming inconsistencies that have crept in during translation. As you mention an orientation is just a rotation from some r...
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Hi, unfortunately that effect is not available in play mode at the moment. You could do a rough approximation on simple objects by manually painting strokes around the edge of the object and only ...
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Hi, you're suffering from the fact that the game updates 30 times a second (ie. 0.0333333.. s per frame) which is not a nice decimal update step.A simple way to get a variable counting up time is t...
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It would be awesome but pretty expensive. Lighting calculations are only done for the little bit of the scene you are looking at for performance reasons. A light detector would need to work where...