A mini tip: you can drag colours from the triangle itself. I think the tutorials would generally be easier to understand if you synced up what's going on on the screen to what you are talking about. In this one the video lags behind what you're saying so we don't get to see what you're talking about until later. For the rope, you could clone the smear itself so you only have 1 sculpt. The rope looks amazing by the way! Reminds me of some of the greats like the one the man in black is climbing in Princess Bride. For randomising the movement of the pebble sculpt, I would use a keyframe and just power it with a random 0 - 1 value from the sig-gen. No chance of drift, no making sure the values are right and so on. For people wanting to use something like the pebble pile in their scene, I'd recommend making it non-collidable, and using a simpler invisible collision sculpt, to save on the complexity the engine has to work with. Great tutorials, Stew!
I realize I'm a little ahead or behind sometimes. You'll notice sometimes I speak more quickly or slowly. As it is I already spend way too much time on VO because I can't get through half the lines without screwing up a word or taking a giant breath. When I'm monetized, I'll likely make more of an effort.
Great video! I wonder if it would be possible to somehow record as you sculpt an object.. The positional data while you move around, and then replay that to sculpt more of the same object within the same sculpt.
You could certainly repeat this over and over by moving the guide edit and the logic. the downside being that the entire sculpt would move rather than just the part that you want to work on. but you cant hook up logic to anything happening in sculpt mode. Thats why the logic has to be set in edit mode. You can have things fly through the scene that you can surface snap to, but then the edits wouldnt stick to them. So if you do this same thing, but with a different sculpt than the one you're working on, you'll smear on the surface, but lets say with the rope sculpt, it wont go around.
...Please someone don't tell me the only reason I've been having trouble for my logic and sculpts not connecting is because I haven't physically attached the two! >_> >_< Been working on two different games for almost three years, and while trying to create custom characters has been fun, the missing piece so for has been getting to cycle through the parts (hair, noses, boobs, etc) or individual characters. (I haven't even made scenes yet because I want to make sure my characters are ready first.) I've also been connecting any logic inside microchips to the sculpts inner power button. This works fine with puppets in the tutorials but does zilch for any sculpts, unless my idiot brain is really missing something. I also haven't had the brain power to deal with tutorials for the past few days. Sometimes I wish either specific tutorials were easier to find or that everything was in one video. There are so many different creators, it's hard to pin down the answers to questions, but I'm grateful everyone has shared their expertise since Dreams inception. I just wish the program had a simple text input box, because it's just what I need. Without it, I'm typing out names by hand and I'm not sure what the answer is going to be for names in my hero game (X-Men inspired for a couple reasons and because we haven't had a good game since 2011.) Anyway, I know I've watched a couple of your tutorials, so I'll be crediting you in one or both of my games when they're finished! I'm Silversweet85 on there.
Awesome Stew!!! Could you help me again? How to make an object Always be perpendicular on ground? Now I trying make a enemy spider, but using puppets it only can walk on 90° walls but never upside down, maybe a nice video for your Channel? Hahaha thanks Stew!
@@LucidStew I made sonething, let me try explain, first I made a sculped block "A" (colision on) with a laser pointed to detect ground and a giriscope, than another block "B" (colision and gravity off) with a tag on center of it, put an emitter (velocity set 0 and emition to 0,1s) on block A end select block B and set position on normal laser detecting point, than put a teleport on block A to tag on block B. Hahaha sorry but this was close I can make, its work well but not perfect...
Stew, do you know of any way to this with paint flecks? I’ve tried. It seems that flecks don’t recognize moving surfaces in edit mode - even with surface snap on. I hope this is a bug. Imagine the interesting designs!
MM did a tutorial the other day that achieves this. They did something to tie the paint flecks to the rotating sculpture and said it was perfect for things like party streamers or coils. Hope you find it!
@@seebe2084 sounds like they might be using tentacle snap for that. I havent seen it. Unfortunately I have very little time to watch Mm streams, which is probably to my detriment.
You really bring creativity to the act of creating itself! Just whoa!
The more I watch this channel the more my personal skill sets improve! It's Truly magic made accessible
Whoaaaa. Lathe working with logic.. 🤯
A mini tip: you can drag colours from the triangle itself.
I think the tutorials would generally be easier to understand if you synced up what's going on on the screen to what you are talking about. In this one the video lags behind what you're saying so we don't get to see what you're talking about until later.
For the rope, you could clone the smear itself so you only have 1 sculpt.
The rope looks amazing by the way! Reminds me of some of the greats like the one the man in black is climbing in Princess Bride.
For randomising the movement of the pebble sculpt, I would use a keyframe and just power it with a random 0 - 1 value from the sig-gen. No chance of drift, no making sure the values are right and so on.
For people wanting to use something like the pebble pile in their scene, I'd recommend making it non-collidable, and using a simpler invisible collision sculpt, to save on the complexity the engine has to work with.
Great tutorials, Stew!
I realize I'm a little ahead or behind sometimes. You'll notice sometimes I speak more quickly or slowly. As it is I already spend way too much time on VO because I can't get through half the lines without screwing up a word or taking a giant breath. When I'm monetized, I'll likely make more of an effort.
Never would have thought of that
Me either. lol. Someone else's idea originally. Lots of cool ways you can use it though. Someone used it to make music, even.
This is an excellent resource
well thank you!
Very good tute! Clear and well demonstrated, thanks
You are great at coming up with these uses for the logic! Fantastic ideas.
This is pretty simple stuff based on someone else's idea. I think the really ingenious stuff is yet to come.
@@LucidStew nice!
I'm totally gonna try using a rotator for a pottery wheel
Wow I love this Lucid. 💗
Great video especially useful, can't wait to try this! Thanks
Thank you so much, your videos are extremely helpful!
Wow! Just....wow. thinking outside the box. Thanks Lucid. This gave me 1000000 new ideas
now thats what I like to hear! :)
I found this very informative and helpful
making new tools from the toolset
genius
Great video and explanations. Thanks!
Dude, you're a genius
honestly, I can't take credit for the idea, just the specific implementation.
Hey thanks a lot for this video ! I was trying to sculpt a ghost and struggled with the wavy cloak thingy 😁
awesome. you can do a lot of amazing things with this idea.
pure gold!
Imagine the tools we could make if Mm let us control the edit mode 'head' with logic instead of the imp.
Great video! I wonder if it would be possible to somehow record as you sculpt an object.. The positional data while you move around, and then replay that to sculpt more of the same object within the same sculpt.
You could certainly repeat this over and over by moving the guide edit and the logic. the downside being that the entire sculpt would move rather than just the part that you want to work on. but you cant hook up logic to anything happening in sculpt mode. Thats why the logic has to be set in edit mode. You can have things fly through the scene that you can surface snap to, but then the edits wouldnt stick to them. So if you do this same thing, but with a different sculpt than the one you're working on, you'll smear on the surface, but lets say with the rope sculpt, it wont go around.
AWESOME
thanks
Excellent tuts! New sub here!
thank you!
Dude you are a genius. Any tips for sand effects, sculptures etc?
blended cylinders is what I used.
Brillant!
great vid!!
Great!!!👍👍👍👍👍
thanks
...Please someone don't tell me the only reason I've been having trouble for my logic and sculpts not connecting is because I haven't physically attached the two! >_> >_<
Been working on two different games for almost three years, and while trying to create custom characters has been fun, the missing piece so for has been getting to cycle through the parts (hair, noses, boobs, etc) or individual characters. (I haven't even made scenes yet because I want to make sure my characters are ready first.)
I've also been connecting any logic inside microchips to the sculpts inner power button. This works fine with puppets in the tutorials but does zilch for any sculpts, unless my idiot brain is really missing something. I also haven't had the brain power to deal with tutorials for the past few days.
Sometimes I wish either specific tutorials were easier to find or that everything was in one video. There are so many different creators, it's hard to pin down the answers to questions, but I'm grateful everyone has shared their expertise since Dreams inception. I just wish the program had a simple text input box, because it's just what I need. Without it, I'm typing out names by hand and I'm not sure what the answer is going to be for names in my hero game (X-Men inspired for a couple reasons and because we haven't had a good game since 2011.) Anyway, I know I've watched a couple of your tutorials, so I'll be crediting you in one or both of my games when they're finished! I'm Silversweet85 on there.
Awesome Stew!!! Could you help me again? How to make an object Always be perpendicular on ground? Now I trying make a enemy spider, but using puppets it only can walk on 90° walls but never upside down, maybe a nice video for your Channel? Hahaha thanks Stew!
not sure, never tried it. might have something to do with laser scopes.
@@LucidStew I made sonething, let me try explain, first I made a sculped block "A" (colision on) with a laser pointed to detect ground and a giriscope, than another block "B" (colision and gravity off) with a tag on center of it, put an emitter (velocity set 0 and emition to 0,1s) on block A end select block B and set position on normal laser detecting point, than put a teleport on block A to tag on block B. Hahaha sorry but this was close I can make, its work well but not perfect...
Stew, do you know of any way to this with paint flecks? I’ve tried. It seems that flecks don’t recognize moving surfaces in edit mode - even with surface snap on. I hope this is a bug.
Imagine the interesting designs!
I havent tried, but I'll give it a shot.
If you somehow found a way that would be great. Here’s hoping you find a clever alternative method
MM did a tutorial the other day that achieves this. They did something to tie the paint flecks to the rotating sculpture and said it was perfect for things like party streamers or coils. Hope you find it!
@@wingedpianomusic7180
Really? I'm positive this was not possible just a while back. It must have been included in a patch.
I'm going to check it out
@@seebe2084 sounds like they might be using tentacle snap for that. I havent seen it. Unfortunately I have very little time to watch Mm streams, which is probably to my detriment.
What is Logic? Is it a tool in Dreams? Can i animate a video using dreams?
Logic is a set of programming tools that allow you to manipulate the various objects in a scene space. Yes, you can animate many things in Dreams.
Dude.
You sound exactly like Battlefield 2's tutorial narrator.....
Battlefield 2's tutorial narrator has this crappy of a voice?
@@LucidStew Nah, I dig it, keep up the good videos, you've taken my sculpting to the next level!
@@youraveragepete7165 right on, man.
=OOOOOOOO
*work smarter not harder*
It was easier in little big planet
Blender. Easy
Make a blender and drop the edits in? hmmm.