The Signal Manipulator trick is great for blending different animations together so they don't look snappy. No other tutorial mentioned this. I don't need it for context sensitive animations but it has a lot of different uses to make the game better quality. Thanks a lot.
This format is great. Examples at the beginning so I know this is exactly what I want to watch, quick explanations, and good info. Well done and thank you for all the tutorials!
Am I missing something, or is this the concept behind "state machines" in other video games? If not, is there a Dreams equivalent of "state machine" logic?
I have a problem. My enemy custom ai is walking as I want it, but I cant add a walk animation, because it will start walking on its spot, what should i do?
Hi, you have to power the timeline with the puppet interface's walking strength output, otherwise it will always be on. If you are not using a puppet use a movement sensor and use the speed overall output to power the animation
The Signal Manipulator trick is great for blending different animations together so they don't look snappy. No other tutorial mentioned this. I don't need it for context sensitive animations but it has a lot of different uses to make the game better quality. Thanks a lot.
I like the format, to the point no nonsense, easy to follow and a few different examples to try out. Great tutorial!
This format is great. Examples at the beginning so I know this is exactly what I want to watch, quick explanations, and good info. Well done and thank you for all the tutorials!
Absolutely love the new format!
Great tutorial, Neon. This is a really simple way to add character to any game. It's all in the details. 👍
good work, and video, thanks
Nice one.
When dreams drops prepare to br flooded with views and likes :D
Will I be able to learn more things just with the tutorials inside dreams?
Thank u 😊🖒
U could also just use tags and make the animations activate only when near those tags using trigger zone sensors
yes you could just use tags for the balancing animation, but the rayscope method means it has more precision than if just using tags.
Am I missing something, or is this the concept behind "state machines" in other video games? If not, is there a Dreams equivalent of "state machine" logic?
I have a problem. My enemy custom ai is walking as I want it, but I cant add a walk animation, because it will start walking on its spot, what should i do?
Hi, you have to power the timeline with the puppet interface's walking strength output, otherwise it will always be on. If you are not using a puppet use a movement sensor and use the speed overall output to power the animation
@@NeonTheCoder I solved it, my microchip was inside the groups of my creation.