Johvork

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  • Johvork님이 에 댓글을 입력함

    No, there are no framerate issues. PS4 starts running scenes at 30FPS even without a lot of stuff going on, whereas the PS5 runs practically everything in 60fps. 60fps is great for games, but not f...

  • Johvork님이 에 게시물을 만듦

    Limiting the framerate of a scene

    As a PS4 user I'm very happy with the framerate of my animations, but when someone plays them on the PS5 it looks bad due to the high framerate. What I'm suggesting is a way to limit the framerate ...

  • Johvork님이 에 댓글을 입력함

    The force applier is technically a gravity gadget. And this effect of having planetary gravity the puppet can walk on can be done with logic. You have to animate the puppet by hand, but its been do...

  • Johvork님이 에 댓글을 입력함

    That doesn't come clearly through in your post then. Good realtime liquid simulation would be a breakthrough even for Unreal Engine, let alone Dreams.

  • Johvork님이 에 댓글을 입력함

    I understand, but i feel like my point still stands..

  • Johvork님이 에 댓글을 입력함

    This would be very handy. If you weren't aware, you can already kinda do this if your assets are separate elements stamped into a scene. Go into update mode and find your asset. From there you can ...

  • Johvork님이 에 댓글을 입력함

    You can already do this, but you need to set up the logic to allow for the water interaction. Dreams is different from LBP in that there's not many predefined behaviours or assets. If there was, th...