CLOUD1985
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You could try this and see if it works. While both sculpts are still independant of each other, set their parameters to non-movable.Then select both sculpts using X and create a group using the + b...
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I'd suspect a collision may be causing problems. Try adding the turret into the mech/puppet group so they all move together and make the turret non collidable. Then join them with a connect from wi...
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Maybe try build the second handover animation again with fresh keyframes. The copied frames may be getting confused due to positioning of part of the animated puppets or objects being different on ...
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As for the climbing animation the upward movement of the climb would be provided via a mover rather than in the animation itself. The animation would simply be a climbing motion (hands and legs mov...
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I think you could wire a switch into your light and wire the x button into the switch to toggle the light on and off. That's the simplist way I can think to do what you want.
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I'm not entirely sure but I would say the best start would be to group the bat with one of the puppet hands. Now when you move the hand, the bat goes with it.Then animate the other hand in keyframe...
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First ensure the cylinder you are using is created on the grid to begin with. If the cylinder for any reason is not on grid (can happen easily by changing the size of the grid or by switching the g...
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You can use a grab sensor which will detect the imp grabbing the object (hovering over it and pressing R2). If you sculpt a button, you can move it with a keyframe when it is grabbed by the imp to ...
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You can sit a number dislayer and a text box on top of one another. The box displaying the changing number can have all its borders switched off to make it look like it's part of the text box under...
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I believe that once you set an object to be emitted, the original object becomes a reference for the emitted object. Any changes to the reference are reflected in the emitted object. Someone from M...