Dude, you're the man. I've learned more by watching you then all of the other TH-cam channel's. Please keep doing these kind of quality video's because no one is doing it better then you are. Thank you for your time and insight on Dream's, I very much appreciated all you're doing. It has made a real difference in how much enjoyment that I'm having with Dream's now. You have found a subscriber for life with me. ✌😄🤟
I am really liking your guidance or tips many things I accidentally discovered but forgot through not using Dreams and some new things totally. And doing something to something else the tools that is knowing how to do something but discovering that other tools can be used the same way.
I'm sure I've commented on this before (maybe even this vid!?), I love ur tutorials. Somehow my smooth brain gets it when I explain/teach whatever it's is.?! Personally, I'd like u to make more animation/ camera work, and even sculpting tutorials, if u find the time.!? THANX!!!
@@AecertGaming to be honest, as I said before, ur explaining my smooth 🧠 gets it⁉️ So n e & all tutorials I do I’m willing to fo for (like the grass one u just did 👍). As far as animation goes, do ones that U like or are interested in (n don’t mind explaining how they’re done), then I’m sure myself and ur other subs will chime in on what they want to see u do. I’m the mean while, I’ll think 🤔 of something I want/need help with and reply back ASAP. Thanx‼️
Thanks. I didn't get this orientation of the dash... THE thing that helped me on keyframe was to figure out that it does NOT save position or rotation. It saves VARIATIONS of position and rotation. That a huge difference that can help understanding a lot of frustrating stuff when using keyframes. It explains how two simultaneously activated keyframe add up... because if you add a rotational and positional keyframe, you don't have the character at the position you set in the "position" frame... this is because the rotation keyframe has a zero position variation stored in... and it affects the sum of both by doing an average with zero : the final position is the average between zero and the position you wanted. If you want to use a position and a rotation keyframe, you have to set them to act on different groups within groups...
Hey man great video! Also i would've mentioned that FK uses up less thermo than IK; and you can also bypass the 200% speed limit by wiring a timer to the playhead, and you can easily tweak the timings that way as well :)
Didnt know about the thermo of fk but that makes sense. Completely aware of the timer into the playhead but that complicates things and I wanted to make this as simple as possible :)
@@AecertGaming variables maybe, i checked your rpg level and i saw that you use variables or numbers for everything like the type of weapons in a slot or even for the idle animation after an attack. dont know if that is "beginners" logic or just a bit of programming but i would love to see a video about that. did you do it like that so that the animations dont overlap? sorry i just have no idea how that works.
@@RES_Hamm preventing animation overlap is all about sensing whether an animation is playing, and then preventing a new animation from starting if it is. I mainly do this with tags and zones. I put a tag in the timeline of my animations and if that tag is on I prevent any new animations from starting. And yeah a tutorial on state machines as well as a tutorial on how to use variables to save the state of your game are great ideas
There is a much easier way to make a timeline play as fast as you want. Attach a timers time output to the the play head and timer finish to reset timer. When you do that you can control the speed of the timeline with the top slider in the timer AKA time slider.
I love your videos man, nice work. I would like to know about how to prioritize animation and animation cancel, my animations often overlap each other and this sucks ☹️
@@CalebTchola one way to do this is to make a state machine using a selector and only allow animations to play if you are in the correct state. So selector output a would be the idle state, b the attacking state
I’d like more! Do you have any videos on common issues and how to troubleshoot them? I’m running in to one issue right now where my puppet is only hitting the key frames about half way. For example he’s supposed to do a Spider-Man crouching pose on the floor but instead of his hand hitting the floor when I play the animation it’s about half way down. Any idea why this might happen?
do yo have any tips for animation optimisation? I have a lot of attacks in on character which requires a lot of keyframes, other than removing keyframes what other techniques you would recommend?
Every keyframe move you make costs thermo. My tip for optimization would be to use keyframe interpolation as much as possible. I guess that would fall under "removing keyframes" though... I really can't think of any other way to optimize animations.
@@AecertGaming thanks for the tips, I heard that the ps5 May be able to expand on the thermos so I'll probably wait for that, and try removing some key frames
@@JasonosaJ64 the ps5 has enough memory to double the Thermo, but I'm not sure if mm will allow it. They'll need to make a Ps5 version of dreams probably
Wish I'd know able the cycle between frames bit when I was working on my last animation, good to know. Is there a way to layer keyframes, for instance if I have one set of key frames for a birds trajectory through the air and then another set for its wings flapping. I tried that recently with a dragon and the keyframes conflicted with eachother too much.
@@AecertGaming Thanks for the reply. It didn't work out for me the wings flap but are facing the wrong way and the dragon goes completely off course for some reason. I'll work it out with practice I'm sure.
I have 1 annoying problem. Every time I transition a time line to another time line it makes my puppet loose all animation for a split second. I've tried using a signal manipulater to smooth the animations but still I cant seem to get a perfect transition in between movements or attack animations. How do you get such smooth animations
@@AecertGaming alright thank you I'm going to check that out today. yesterday I notice that the last key frame wasnt staying on even when I use the signal manipulate to ease the fall time by .1 seconds. That's has to be the issue. I'll let you know how it goes
@@AecertGaming I just made a little system to detect if all my animations turnoff for a split second. After testing I relized theres was so many areas where my animations would just all turn off when transitioning. I'm glad I've atleast confirm the issue, cause now I feel I can figure out. I really appreciate the help!
Dreams PS4 is hard I need to be as easy as a Mario maker and I sold Mario Maker for it and I really want to make a game I want to know is I really stink
of course I like this, please make more tips, everything goes , animation, logic.. but keep making more
Great work. Would love to see more tips!
Dude, you're the man. I've learned more by watching you then all of the other TH-cam channel's. Please keep doing these kind of quality video's because no one is doing it better then you are. Thank you for your time and insight on Dream's, I very much appreciated all you're doing. It has made a real difference in how much enjoyment that I'm having with Dream's now. You have found a subscriber for life with me. ✌😄🤟
Thank you so much :) :) I will make definitely more of them, I really appreciate the feedback. I am so glad these videos are helping!!
Your animations are really smooth!
Tips and documentation is now what I look for the most. ¡Great video!
I find this type of video GREAT, a lot of useful or even necessary tips to a specific topic packed into a small package. Keep it up!
You should definitely do more videos like this, I’ve seen many tutorials and no one has pointed those tips out. It was very helpful.
I am really liking your guidance or tips many things I accidentally discovered but forgot through not using Dreams and some new things totally. And doing something to something else the tools that is knowing how to do something but discovering that other tools can be used the same way.
Totally helped. Did not know about that little logic hack for speeding up animations, very cool.
So glad to hear it :)
so helpful!
Got a subscriber! Love your dreams tutorials! Keep it up man
Thanks, really helpful. More please.
This is brilliant! So helpful. Please do more of these animation tips! Thanks
I'm sure I've commented on this before (maybe even this vid!?), I love ur tutorials. Somehow my smooth brain gets it when I explain/teach whatever it's is.?! Personally, I'd like u to make more animation/ camera work, and even sculpting tutorials, if u find the time.!? THANX!!!
I definitely want to do more animation tutorials :) Im not sure i should do sculpting tutorials though lol. Any animation requests in particular?
@@AecertGaming to be honest, as I said before, ur explaining my smooth 🧠 gets it⁉️ So n e & all tutorials I do I’m willing to fo for (like the grass one u just did 👍). As far as animation goes, do ones that U like or are interested in (n don’t mind explaining how they’re done), then I’m sure myself and ur other subs will chime in on what they want to see u do. I’m the mean while, I’ll think 🤔 of something I want/need help with and reply back ASAP. Thanx‼️
OMG ... i just got enlightened! Wow ... never tried some of these tricks...
Thanks. I didn't get this orientation of the dash... THE thing that helped me on keyframe was to figure out that it does NOT save position or rotation. It saves VARIATIONS of position and rotation. That a huge difference that can help understanding a lot of frustrating stuff when using keyframes. It explains how two simultaneously activated keyframe add up... because if you add a rotational and positional keyframe, you don't have the character at the position you set in the "position" frame... this is because the rotation keyframe has a zero position variation stored in... and it affects the sum of both by doing an average with zero : the final position is the average between zero and the position you wanted.
If you want to use a position and a rotation keyframe, you have to set them to act on different groups within groups...
Yes, more is good. Especially on the actual mechanics of animating.
Yeah i can definitely make an advanced animation tips video :)
Hey man great video! Also i would've mentioned that FK uses up less thermo than IK; and you can also bypass the 200% speed limit by wiring a timer to the playhead, and you can easily tweak the timings that way as well :)
Didnt know about the thermo of fk but that makes sense. Completely aware of the timer into the playhead but that complicates things and I wanted to make this as simple as possible :)
@@AecertGaming Fair enough, using a timer is my preferred method if I know I'm going to be tweaking the timing of the animation a lot.
@@olit1234 same tbh lmao
Wow I only knew 2 of these tips already. Great info!
Thanks! Im glad you learned at least 4 new things :)
Logic is what I struggle with the most at the moment, so for me the more tips and tutorials in that area the better.
Logic tips for beginners will be next :) Anything specific though?
@@AecertGaming variables maybe, i checked your rpg level and i saw that you use variables or numbers for everything like the type of weapons in a slot or even for the idle animation after an attack.
dont know if that is "beginners" logic or just a bit of programming but i would love to see a video about that.
did you do it like that so that the animations dont overlap? sorry i just have no idea how that works.
@@RES_Hamm preventing animation overlap is all about sensing whether an animation is playing, and then preventing a new animation from starting if it is. I mainly do this with tags and zones. I put a tag in the timeline of my animations and if that tag is on I prevent any new animations from starting.
And yeah a tutorial on state machines as well as a tutorial on how to use variables to save the state of your game are great ideas
Good tips man thanks
Thanks for the tips it helped please I need more tips for animation or logic in general
Super helpful 👍
Neat tips bro! I'll try them once I get the game xD
Thanks! I'm glad you liked the video :)
brilliant tutorial! thanks
There is a much easier way to make a timeline play as fast as you want.
Attach a timers time output to the the play head and timer finish to reset timer.
When you do that you can control the speed of the timeline with the top slider in the timer AKA time slider.
I do like this tips videos, I also like your longer videos, and it would be really great if you could do a turned based combat from scratch
Hmm turn based combat. So like the pokemon and final fantasy games?
Great Tips!
Thanks 🤗 👍
I love your videos man, nice work. I would like to know about how to prioritize animation and animation cancel, my animations often overlap each other and this sucks ☹️
This can be tricky, it really depends on your situation though. What animations are you having trouble with?
@@AecertGaming mostly attack animation to idle
@@CalebTchola one way to do this is to make a state machine using a selector and only allow animations to play if you are in the correct state. So selector output a would be the idle state, b the attacking state
I’d like more! Do you have any videos on common issues and how to troubleshoot them? I’m running in to one issue right now where my puppet is only hitting the key frames about half way. For example he’s supposed to do a Spider-Man crouching pose on the floor but instead of his hand hitting the floor when I play the animation it’s about half way down. Any idea why this might happen?
My question is that how do you get in and start doing animations
I would recommend checking out this video: th-cam.com/video/8vw63L4KX6M/w-d-xo.html
@@AecertGaming thank you
just go an idea: i already have working ai wandered that sees you with laser scope but please if you can make a tutorial about that
This has been requested a lot. I think i will make an enemy AI tutorial :)
Aecert oh hell yeah 👌
do yo have any tips for animation optimisation? I have a lot of attacks in on character which requires a lot of keyframes, other than removing keyframes what other techniques you would recommend?
Every keyframe move you make costs thermo. My tip for optimization would be to use keyframe interpolation as much as possible. I guess that would fall under "removing keyframes" though...
I really can't think of any other way to optimize animations.
@@AecertGaming thanks for the tips, I heard that the ps5 May be able to expand on the thermos so I'll probably wait for that, and try removing some key frames
@@JasonosaJ64 the ps5 has enough memory to double the Thermo, but I'm not sure if mm will allow it. They'll need to make a Ps5 version of dreams probably
Tips on like animating because when I animate the keyframe stops for a milasec then goes to the other it's really annoying
Make sure the keyframe is as small as possible.
Hey Aecert! Is it better to animate without the precise movement tool?
Completely depends on what you are trying to do! but there is nothing inherently bad about it.
Wish I'd know able the cycle between frames bit when I was working on my last animation, good to know. Is there a way to layer keyframes, for instance if I have one set of key frames for a birds trajectory through the air and then another set for its wings flapping. I tried that recently with a dragon and the keyframes conflicted with eachother too much.
You just need to make sure that the keyframes arent animating the same thing. So the trajectory keyframes shouldnt be touching the wings at all.
@@AecertGaming I think I understand so I should just select all body parts with x except for the wings, and then visa versa when moving the wings?
@@WhatAColourfulWorld Yeah exactly!
@@AecertGaming Thanks for the reply. It didn't work out for me the wings flap but are facing the wrong way and the dragon goes completely off course for some reason. I'll work it out with practice I'm sure.
@@WhatAColourfulWorld Thats weird. Are they connected by joints?
I have a question. how do you interrupt an animation with another animation?
You need to turn off the first one, and play second one. Make sure they are sustain and not play once.
@@AecertGaming but how will i make it so a sustain animation plays all the way through (if not interrupted) with a pulse signal?
@@TheArtFortress pulse a timer. Hook the timer output into the playhead
@@AecertGaming You've saved me a lifetimes worth of work, my methods were so encumbering. thank you :)
I have 1 annoying problem. Every time I transition a time line to another time line it makes my puppet loose all animation for a split second. I've tried using a signal manipulater to smooth the animations but still I cant seem to get a perfect transition in between movements or attack animations.
How do you get such smooth animations
You really need to make sure that the time lines aren't all off at the same time basically
@@AecertGaming I've tried everything I could think of. This isnt the only character I've made that has this issue. I will check it out again tho.
@@thevesselofiam8475 I mean that's what is happening though. Take another look at your logic that switches timelines
@@AecertGaming alright thank you I'm going to check that out today. yesterday I notice that the last key frame wasnt staying on even when I use the signal manipulate to ease the fall time by .1 seconds. That's has to be the issue.
I'll let you know how it goes
@@AecertGaming I just made a little system to detect if all my animations turnoff for a split second. After testing I relized theres was so many areas where my animations would just all turn off when transitioning. I'm glad I've atleast confirm the issue, cause now I feel I can figure out. I really appreciate the help!
Trying to animate a moving object. Is it even possible...?
👍
How tf do I animate a spin move
I've tried and couldn't get it to look good lol. Basically just stick the weapon out and rotate the character
@@AecertGaming bro look at Christian Lewis He is a freaking goat
@@AecertGaming you are a goat too 🙂
Dreams PS4 is hard I need to be as easy as a Mario maker and I sold Mario Maker for it and I really want to make a game I want to know is I really stink
It takes some practice, but if you put the time into dreams it will be worth it!