mmdev5 - Liam
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Hey,A wire coming from one of the stick outputs contains both X and Y input from the thumbstick, so when it's plugged into a single tweak, it gives a value based on how much the thumbstick was move...
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Hey,Have you tried using the Sculpt Detail tool? It's in the Tools menu in the palette.When you select it, expensive sculpts turn red, while cheaper sculpts are blue. If you press R2 over a sculpt,...
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Hey,You can rename any gadget or object by tweaking them and clicking the name text at the top of the menu. This should open the system keyboard to allow you to rename it.Hope that helps :)- Liam
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Hey,Unfortunately at the moment there is no "re-liven" ability, as live clones only work if the two objects are identical -- i.e. it just makes one sculpt be an exact copy of another. So if you wan...
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Hey,You should be able to trigger a Timeline by wiring your dialogue's Text Finished output into the Power port, which you'll find on the bottom of the Timeline gadget itself (it'll show up when yo...
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Hey,One way to do this would be with a Keyframe.First, set your object's looseness to 60% (or whatever you want the "base value" to be).Then, stamp down a Keyframe from the Animation menu in the pa...
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Hey,At the bottom of page 5 of the Puppet's tweak menu (the Behaviour tab), there are two buttons for turning on and off the procedural animation and walk of the puppet. If you turn both of those o...
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Hey,Grouping will take several objects and put them into one container. You can then scope into that container to access all of the bits that you selected when you made the group. This is useful wh...
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Hey,As Pablo says, the way to do this is to use the number value.It starts at 0, so this would be your "no" state. When the variable is zero, the player hasn't completed the event in the other scen...
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Hey,In order to edit a sculpt, you'll need to scope into it. You can do this by hovering the sculpt and pressing L1+X (or, if you're using Moves, Triangle on the secondary Move, and X on the primar...