Thanks for showing off my design 🤗 Sorry if it sucks 😐 Edit: just changed it into a single sculpture. However I do wish to point out the original design was only to be implemented once. Hope it's new design based on this advice does not hurt the creations of others who have used it, as it does cost more when it is a single object. Peace✌
I think his intent was to show how a single object can be used multiple times when made into a single sculpture. From what he showed it looks like your original design was alright. Accept instead of a single floor sculpture it was made using planks as the sculpture. It's good for people that don't want to assemble something and just want to place a single floor. But what he demonstrated was good for placing multiple floor's when need be. Both can be fine depending on necessity.
It doesn't really suck, it was a good design and the floorboards were put together well it looked as if it were one sculpt, however it was just a good example for thermo usage initially.
@@NeonTheCoder thanks. I have actually taken your advice on more recent projects. It might not be as easy but you are right. It does save a lot on thermo. I love your tutorials btw, I actually used your character creator video to build my puppet design. I had no idea how to make working eyes untill I watched that video. Keep doing what your doing. It really helps 😃
They should allow sculpt merging. They have done it for fleck paint tool so why not for regular sculpts. They should also give sculpture a opacity scale option.
technical limitations is the answer. look up how the engine renders sculpts. Opacity is a highly complex thing to archive specially with this rendering technic.
I haven’t tested it but you are able to tweak physics settings for sculpts and determine if they have collision or not. I would guess that as distant background objects those settings would bring down the amount of processing needed for them. Probably not by too much though.
Dude you're like a Dream surfing master, I've learned so much by watching your video's. It's really amazing how much you know about this game. I appreciate everything that you have been doing with Dream's because with your help and insight on how to use the tool's the game has become really fun and I've decided to stay with it for as long as I have to see my Dream's become a reality. Please don't ever stop making these video's, because everytime I see a notification that you released a new video, I click so fast it would blow your mind. I've told so many people about your channel and I hope your channel will continue to grow because you definitely deserve all the attention in the dream verse. So thank for you time and effort, I appreciate it more then you know. Your number one fan...👍
Nero Lux you are talking about groups. To make a sculpture you go into sculpt mode. If you leave sculpt mode you can scope in to continue to edit it. You can’t merge sculptures. Grouping them just makes it easier to move them together.
can you explain how to do a 3 hit combo system with one button? I got mine to work but if you mash the attack button all the attacks start to overload the system.
Hey, you have to think of it like a bunch of IF statements. IF attack A is running, don't allow attack B to run. Or if you know attack A is running and you want attack B to only be available for a certain amount of time near the end of attack A. -- that's actually easier. If Attack A is a timeline of keyframes, just add a 'button' to the timeline in the segment of time you want to be able to trigger attack B, then wire that button to power a node. that node will be a gateway that stops your button press from activating Attack B's timeline. when attack A's timeline reaches the button, it turns on the node allowing attack B to be triggered, if the button is hit. You just need something stopping attack A from starting over. Grab a calculator and make it "if a is greater than b" and wire Attack A's tweak tab for 'playhead position' into it. So thats like saying 'if attack A is currently happening' -- then wire the result of the calculator into a NOT gate and wire that into another node between the button and attack A. So, if attack A is NOT happening, attack A can be triggered. Then do the same as attack B with attack C. So you'll have a total of 3 nodes acting as gates.
Good to know. Often while I'm sculpting the only way to achieve what I am trying to do is to have a new group. I may need a mirror plane in a different direction for a particular part of a section. I may need it so stamps from one section don't interfere with edit from another. My Slayer Sword for example I could not have done without each part of the sword being a seperate layer. For the reasons I mentioned. Also because I need to be able to move each section around separately as I finalize the design and find a balance between tham all that makes some kind of sense. I clone when I can. And now that I know about live cloning I am starting to use that as well. Though the downside is it doesn't live update connectors, wiring, and logic. For my particular build that is a huge missed opportunity in easing my workflow.
Why is there even a limit... I made a map and hit 100% as I planned to make a fighting game, but when I finished a character model it was 30% and I couldnt even add one character.... it’s so daft there’s even such a small limit in a creative game based on making games... basically if you want a full game the. You’re gunna be stuck to just a basic box with basic characters with basic animation which limits creative freedom as you’re locked to keeping it all so simple...
Could you please do a tutorial on grabbing and then pushing/pulling large blocks, and if possible also swimming, ledge traversal, ladder climbing, jumping to then swinging from a rope, and wall jumping? I'm planing on making an adventure/platformer style level and need my puppet to be able to do all these things. If you could do videos on each of these that would be amazing.
I have an FPS series! The Controller sensor has a gyroscope output and it acts the same way as the sticks(I believe, it may have 3 outputs when split and in that case you'd want to Y and X outputs) so you'd just have to replace the Right Stick output with the gyroscope output
Why? It's not useful at all. He just talks about copy pasting other's work just too accomplish something that's explained in the games tutorials. This doesn't help solve thermo issues at all. If anything it makes them worse by telling people to make "expensive" objects to flood the dreamvirse with becuase there better for copy pasting. That's lazy af and I would rather retool each object without having to scope all the way into it and pretty much fuck up it original design becuase you can't manipulate objects when you scope all the way into them. When you do it messes up the looseness or blended effects. This guy has no idea what he is talking about. Mm had the right idea when they told us to make each object out of individual sculptures because it not only helps us remix the objects, but it also saves a LOT of art thermo witch you will find increases way faster then the gameplay thermo. I have no idea why he is so obsessed with saving gameplay thermo when it barely gets ticked when you're creating stuff.
MM's method is actually the high detail multi faced cube that I talk about with Lucid_Stew's design. Watch ANY of their older scene building streams and you can see they build things using copies of the same objects, some specific examples that come to mind are the Building 3 cities from scratch in one hour stream, the building atmosphere stream, the PAX west stream, and quite a few others. Even if you'd prefer to use multiple sculpts that method is much better for one off objects as if you do it with things that need to be copy pasted (eg a floor) you are actually using Amount of sculpts in object X clone thermo usage every time you clone it. I also talk about the "Reduce Detail" tool in this video which would let you reduce graphics thermo. I also talk about how if you are making an object that is symmetrical it is much better to flip the sides rather than make 2 different but samey sculpts for both sides. I was pretty exhausted when making this so I wasn't really into it when I started the video and may have said some incorrect things about what "MM's method" is.
Yeah the logic basics and terminology I talk about the exclusive gate for a bit, it's not in depth but I would probably make another video on it at some point.
Yet another great educational video from you Neon. What I'd like to see are more beginner animation tutorials. As I find all animation except action recorder in Dreams really hard. I come from a backgrund of animating in Maya, and animations in Dreams just feel odd. Like for instance the very first thing I tried, was to alter the default jump of the puppet. I made a timeline placed a key frame on it and posed the puppet with DS4 only with rotations, b/c I read somewhere that animating translations was bad. So I made one pose in a key frame placed it on the timeline and copied that key frame to start my next pose continuing from that previous pose, as we always do in Maya. And judge my chock to find that the puppets feet for instance wont budge without me hovring the foot and pressing the triangle button to be able to move it again. But that snaps the foot back to it's default position, and that's not what I wanted at all. I might be doing something completely wrong that's very possible hence why I want a beginner friendly animation tutorial on how to approach this. I'v since started using moves in Dreams and love it to bits, except for doing logic. But I want to use them for animations too, but b/c of the aforementioned notion that we should just use the rotations of the limbs when we animate the puppet I can't. As I have not figured out the equivalent of how to do what L2+ sticks does on the DS4 on the moves AKA only effect rotations Then after that I'd like to see this In depth tutorials on how to make you own style of animations on the puppets. As I see it now a lot of ppl are making their own great puppets, but most of them move exactly like the default puppet and I feel that's a but boring tbh. So I'd like to see walk cycles, run cycles, jumps, attacks, climbing maybe. And how to get the default animations not interrupt them and or layering our own on top of the default ones? Also how to use all the bells and whistles in the puppet interface. Like one thing in the default puppet animations that annoys me to no end, is that when the puppet walks forward and jump it takes a few steps up on landing, which makes platforming insanely much harder than it should be, as the puppet simply walks of the platform it's landing on. I can't tell how many dreams I've played where I have fallen of platforms b/c of that. All of the Alice in wonderland dreams fro instance. Also about platforming teach ppl about how to turn on the shadow under the puppet so that we see where to land when we jump. almost all dreams lack that. Sorry for the wall of text, but I like being thorough. Here's a link to the best animation I've manage so far. th-cam.com/video/lWjXy8H8nTY/w-d-xo.html I'm OTMB_Cobra in the game btw
So for default animations such as jumping running etc the puppet has quick edit options to quickly change the jump and run animations. The run is one "Pose" keyframe, and the jump is 3 rise, peak, and fall each are one keyframe. As for the rotation with the moves I am actually not sure how to quickly do it but I am pretty sure there is a rotate tool in the tools menu it's one more step but if you cant figure out the shortcut online then its there. Full animation cycles are actually pretty difficult to make tutorials for as they are usually very specific, but I do have tutorials for animations, and I have a stream where I fully animate a walk cycle of a 6 legged creature (rigging snaggs beast)
I'm not really a music guy but I know that most music pieces are expensive because they use a lot of different instruments or samples. There's not much you can do to reduce the thermo of Music unless you want to remove parts of the song
Thanks for showing off my design 🤗
Sorry if it sucks 😐
Edit: just changed it into a single sculpture. However I do wish to point out the original design was only to be implemented once. Hope it's new design based on this advice does not hurt the creations of others who have used it, as it does cost more when it is a single object. Peace✌
I think his intent was to show how a single object can be used multiple times when made into a single sculpture. From what he showed it looks like your original design was alright. Accept instead of a single floor sculpture it was made using planks as the sculpture. It's good for people that don't want to assemble something and just want to place a single floor. But what he demonstrated was good for placing multiple floor's when need be. Both can be fine depending on necessity.
It doesn't really suck, it was a good design and the floorboards were put together well it looked as if it were one sculpt, however it was just a good example for thermo usage initially.
@@NeonTheCoder thanks. I have actually taken your advice on more recent projects. It might not be as easy but you are right. It does save a lot on thermo. I love your tutorials btw, I actually used your character creator video to build my puppet design. I had no idea how to make working eyes untill I watched that video. Keep doing what your doing. It really helps 😃
I've watched this almost 15 times now , still learning more every time
Just watched this, checked my game, found out that a group of apples was costing 40% of my gameplay memory 😡
Did you upload the result?
Thanks.. i must of missed the freeze tool tip last time i watched this.. could of saved myself a massive headache grabbing things.
They should allow sculpt merging. They have done it for fleck paint tool so why not for regular sculpts. They should also give sculpture a opacity scale option.
Exsactly.
technical limitations is the answer. look up how the engine renders sculpts. Opacity is a highly complex thing to archive specially with this rendering technic.
Hell yes, glad I'm learning this early on! I don't really need a whole lot of flooring beyond roads but this is good to know for other stuff too.
Your videos have been very helpful since the recent official release. Keep it up
Incredibly helpful.
Thank you, have been struggling with this!
I haven’t tested it but you are able to tweak physics settings for sculpts and determine if they have collision or not. I would guess that as distant background objects those settings would bring down the amount of processing needed for them. Probably not by too much though.
Physics quality has its own hidden thermo. It doesn't affect any of the thermo
Dude you're like a Dream surfing master, I've learned so much by watching your video's. It's really amazing how much you know about this game. I appreciate everything that you have been doing with Dream's because with your help and insight on how to use the tool's the game has become really fun and I've decided to stay with it for as long as I have to see my Dream's become a reality. Please don't ever stop making these video's, because everytime I see a notification that you released a new video, I click so fast it would blow your mind. I've told so many people about your channel and I hope your channel will continue to grow because you definitely deserve all the attention in the dream verse. So thank for you time and effort, I appreciate it more then you know. Your number one fan...👍
Thanks man! I really appreciate it! And I will keep making as many videos as I can!
But how to make a sculpture? When i save objects as a one sculpture and load it to a scene it's still like a group, not one piece sculpture.
Nero Lux you are talking about groups. To make a sculpture you go into sculpt mode. If you leave sculpt mode you can scope in to continue to edit it. You can’t merge sculptures. Grouping them just makes it easier to move them together.
Why are you checking the gameplay thermo and not the graphics? Basically
How thermo intense is stop motion animation for characters?
can you explain how to do a 3 hit combo system with one button? I got mine to work but if you mash the attack button all the attacks start to overload the system.
Hey, you have to think of it like a bunch of IF statements. IF attack A is running, don't allow attack B to run. Or if you know attack A is running and you want attack B to only be available for a certain amount of time near the end of attack A. -- that's actually easier. If Attack A is a timeline of keyframes, just add a 'button' to the timeline in the segment of time you want to be able to trigger attack B, then wire that button to power a node. that node will be a gateway that stops your button press from activating Attack B's timeline. when attack A's timeline reaches the button, it turns on the node allowing attack B to be triggered, if the button is hit.
You just need something stopping attack A from starting over. Grab a calculator and make it "if a is greater than b" and wire Attack A's tweak tab for 'playhead position' into it. So thats like saying 'if attack A is currently happening' -- then wire the result of the calculator into a NOT gate and wire that into another node between the button and attack A. So, if attack A is NOT happening, attack A can be triggered. Then do the same as attack B with attack C. So you'll have a total of 3 nodes acting as gates.
oh, I hope I didn't step on Neon's toes by answering here haha, I got lost in my tabs and forgot I was on one of his videos here :D
U can also search for attack combo logic on the dreamiverse. Thats what i did for my game since I couldn’t figure out how to do it myself
Good to know. Often while I'm sculpting the only way to achieve what I am trying to do is to have a new group. I may need a mirror plane in a different direction for a particular part of a section. I may need it so stamps from one section don't interfere with edit from another. My Slayer Sword for example I could not have done without each part of the sword being a seperate layer. For the reasons I mentioned. Also because I need to be able to move each section around separately as I finalize the design and find a balance between tham all that makes some kind of sense. I clone when I can. And now that I know about live cloning I am starting to use that as well. Though the downside is it doesn't live update connectors, wiring, and logic. For my particular build that is a huge missed opportunity in easing my workflow.
Does cloning a group of duplicate complex sculpts cost more thermo than cloning the same amount of the same complex sculpt without groups?
Lol you said my name and I was freaked out because I've never made a cube like that before xD
I'm not very good with names haha. I knew it was either you or Lucid but wasn't sure.
Why is there even a limit... I made a map and hit 100% as I planned to make a fighting game, but when I finished a character model it was 30% and I couldnt even add one character.... it’s so daft there’s even such a small limit in a creative game based on making games... basically if you want a full game the. You’re gunna be stuck to just a basic box with basic characters with basic animation which limits creative freedom as you’re locked to keeping it all so simple...
Great video :) optimization is hard
great tutorial :)
How do I decrease gameplay memory?
Could you please do a tutorial on grabbing and then pushing/pulling large blocks, and if possible also swimming, ledge traversal, ladder climbing, jumping to then swinging from a rope, and wall jumping? I'm planing on making an adventure/platformer style level and need my puppet to be able to do all these things. If you could do videos on each of these that would be amazing.
A tutorial for making a walking animation from scratch would be really great
Super cool! You're really the best, man
Thanks buddy
Hey , i would really like to know how to make an fps with giroscope aiming . also i really don't know how to make the gun follow the reticle .
I have an FPS series! The Controller sensor has a gyroscope output and it acts the same way as the sticks(I believe, it may have 3 outputs when split and in that case you'd want to Y and X outputs) so you'd just have to replace the Right Stick output with the gyroscope output
I'm so glad I've watched this video before starting my game.
Why? It's not useful at all. He just talks about copy pasting other's work just too accomplish something that's explained in the games tutorials. This doesn't help solve thermo issues at all. If anything it makes them worse by telling people to make "expensive" objects to flood the dreamvirse with becuase there better for copy pasting. That's lazy af and I would rather retool each object without having to scope all the way into it and pretty much fuck up it original design becuase you can't manipulate objects when you scope all the way into them. When you do it messes up the looseness or blended effects. This guy has no idea what he is talking about. Mm had the right idea when they told us to make each object out of individual sculptures because it not only helps us remix the objects, but it also saves a LOT of art thermo witch you will find increases way faster then the gameplay thermo. I have no idea why he is so obsessed with saving gameplay thermo when it barely gets ticked when you're creating stuff.
MM's method is actually the high detail multi faced cube that I talk about with Lucid_Stew's design. Watch ANY of their older scene building streams and you can see they build things using copies of the same objects, some specific examples that come to mind are the Building 3 cities from scratch in one hour stream, the building atmosphere stream, the PAX west stream, and quite a few others. Even if you'd prefer to use multiple sculpts that method is much better for one off objects as if you do it with things that need to be copy pasted (eg a floor) you are actually using Amount of sculpts in object X clone thermo usage every time you clone it. I also talk about the "Reduce Detail" tool in this video which would let you reduce graphics thermo. I also talk about how if you are making an object that is symmetrical it is much better to flip the sides rather than make 2 different but samey sculpts for both sides. I was pretty exhausted when making this so I wasn't really into it when I started the video and may have said some incorrect things about what "MM's method" is.
Have you explained the exclusive gate yet cause I would really appreciate a video on that
Yeah the logic basics and terminology I talk about the exclusive gate for a bit, it's not in depth but I would probably make another video on it at some point.
The game has a tutorial on it. Go to the most advanced logic video
thanks, very helpful
Yet another great educational video from you Neon.
What I'd like to see are more beginner animation tutorials. As I find all animation except action recorder in Dreams really hard.
I come from a backgrund of animating in Maya, and animations in Dreams just feel odd.
Like for instance the very first thing I tried, was to alter the default jump of the puppet.
I made a timeline placed a key frame on it and posed the puppet with DS4 only with rotations, b/c I read somewhere that animating translations was bad.
So I made one pose in a key frame placed it on the timeline and copied that key frame to start my next pose continuing from that previous pose, as we always do in Maya. And judge my chock to find that the puppets feet for instance wont budge without me hovring the foot and pressing the triangle button to be able to move it again. But that snaps the foot back to it's default position, and that's not what I wanted at all. I might be doing something completely wrong that's very possible hence why I want a beginner friendly animation tutorial on how to approach this.
I'v since started using moves in Dreams and love it to bits, except for doing logic.
But I want to use them for animations too, but b/c of the aforementioned notion that we should just use the rotations of the limbs when we animate the puppet I can't. As I have not figured out the equivalent of how to do what L2+ sticks does on the DS4 on the moves AKA only effect rotations
Then after that I'd like to see this
In depth tutorials on how to make you own style of animations on the puppets. As I see it now a lot of ppl are making their own great puppets, but most of them move exactly like the default puppet and I feel that's a but boring tbh.
So I'd like to see walk cycles, run cycles, jumps, attacks, climbing maybe. And how to get the default animations not interrupt them and or layering our own on top of the default ones?
Also how to use all the bells and whistles in the puppet interface. Like one thing in the default puppet animations that annoys me to no end, is that when the puppet walks forward and jump it takes a few steps up on landing, which makes platforming insanely much harder than it should be, as the puppet simply walks of the platform it's landing on. I can't tell how many dreams I've played where I have fallen of platforms b/c of that. All of the Alice in wonderland dreams fro instance.
Also about platforming teach ppl about how to turn on the shadow under the puppet so that we see where to land when we jump.
almost all dreams lack that.
Sorry for the wall of text, but I like being thorough.
Here's a link to the best animation I've manage so far.
th-cam.com/video/lWjXy8H8nTY/w-d-xo.html
I'm OTMB_Cobra in the game btw
So for default animations such as jumping running etc the puppet has quick edit options to quickly change the jump and run animations. The run is one "Pose" keyframe, and the jump is 3 rise, peak, and fall each are one keyframe. As for the rotation with the moves I am actually not sure how to quickly do it but I am pretty sure there is a rotate tool in the tools menu it's one more step but if you cant figure out the shortcut online then its there. Full animation cycles are actually pretty difficult to make tutorials for as they are usually very specific, but I do have tutorials for animations, and I have a stream where I fully animate a walk cycle of a 6 legged creature (rigging snaggs beast)
I know music takes up alot of thermo how can I (someone using someone else music) can i reduce the thermo
Can the freze tool be used to reduce thermo
I'm not really a music guy but I know that most music pieces are expensive because they use a lot of different instruments or samples. There's not much you can do to reduce the thermo of Music unless you want to remove parts of the song
Also the freeze tool is just an edit tool to prevent moving something in edit mode
Nice Ty
ThaxB
👍