Something that i've done, is shoop out the water from maps, to its own layer, then hit it with your Nuts n bolts Underwater effect, and it makes the water feel like how it looks in dungeondraft. I do wonder and am commenting to ask if you know a way- can that be done for others without photoshop? like putting a second copy of a map onto a text tile. I know in v12 it wont matter because the vector text-tool objects will be layerable and right now in 11 they're always on-top. but curious if you had any insight into that. If so might make for a fun quicky video!
I feel like an idiot here, but when I go to the tile actions to follow the bit at 21:35, I don't have any actions related to animations, or even the Wait action. I know I've used the wait action in the past, but it's been so long that I don't remember where that's located in the list.
Yeah, this is confusing because MATT uses different wording between the Action name and the Action description. I think the action is called "Play Animation" and the Wait again is called "Delay Next Action". There is a UX control that lets a user type ahead and automatically filter a list down. It would be ideal for active tiles since the list is so huge now. I suggested it to monk quite a while ago.
@@BaileywikiI ended up figuring it out by just selecting every option on the list till I found the right one. lol The animation one is "Tile Animation" under the Actions category. And Wait is listed as "Delay actions", which makes sense. I used that on my world map to cover a cerain area of the map, so rather than have it activate on token move, I just added another delay action in there to give like 15 seconds before it would reset the animation. The one thing I can't figure out is how to have it simply loop without having a specific trigger. Right now I have it set to scene change so it plays when someone goes to the map, but it never repeats unless someone else loads into the map.
I havent officially benchmarked the two, but I expect this is significantly lower demand on performance. These animations are smaller in general, all running on the GPU whereas the large animated maps are pushing huge files with the entire screen updating with each frame. The caveat is if you're using too many effects and/or too many animated tiles. There is a limit to everything. Maybe someone monitoring the comments can offer a better technical analysis.
@@Baileywiki thanks for the reply. Great content as always. Getting back into Foundry in prep for AV game starting September. So i got plenty of time to set up some bells and whistles for my players
when i search mass edit for "rotating" or even just "rot," nothing comes up. in fact, when i open the compendium "baileywiki mass edit prefabs", there is no "bw token magic fx" folder at all
These were retired and replaced with the new FX functions in the Mass Edit brush itself. There is a drop down of these effects. If you still want the effects outside of mass edit, they are all still macros and the nuts and bolts compendium.
@@Baileywiki I've looked through the N&B compendium, I don't see rotating anywhere. It also doesn't appear in the drop downs in the Mass Edit brush or applying a Mass Edit Preset (TMFX) after the tile is placed.
This looks amazing in your video, though for me, with all mods that you have listed, I don't get those cool little lava fire pops. Instead, nearly everything in those areas is a round edged triangle with an "!". When I open up the properties, i get an error message saying the pathway doesn't exist. This also happened with the Arcane style of this map. I'm missing a step or something with installation. Suggestions?
Do be carful with animated assets when they are attached to characters for dnd 5e. It breaks the new and updated character sheet. Found that out the hard way. Disabling them does fix the problem.
Wouldn't it be better to record the animated scene as a video and then use it as a looping video tile for when playing to reduce the performance requirements?
It's a question worth asking, but I think it would need to be tested. I've had full animated maps that grind to a halt. I don't know the technical load on a GPU/CPU with a whole video that is changing all the pixels on the screen versus occasional code running VFX combined with smaller video files.
Fantastic video as always. My only issue is that if I have more than like six animated tiles in a scene and half my players can't load the scene, and those that can get crazy lag. lol
Yeah, you have to keep it within limits of your players' machines. Know what you're going to delete or disable ahead of time, in order of importance, of performance should come up.
This all looks soooo amazing wow 😮
Amazing! I learn a lot from your videos, every time. Thank you! ❤
Something that i've done, is shoop out the water from maps, to its own layer, then hit it with your Nuts n bolts Underwater effect, and it makes the water feel like how it looks in dungeondraft. I do wonder and am commenting to ask if you know a way- can that be done for others without photoshop? like putting a second copy of a map onto a text tile. I know in v12 it wont matter because the vector text-tool objects will be layerable and right now in 11 they're always on-top. but curious if you had any insight into that. If so might make for a fun quicky video!
i cant believe it, i actually searched a tutorial for it and boom ! Letsgoo
I feel like an idiot here, but when I go to the tile actions to follow the bit at 21:35, I don't have any actions related to animations, or even the Wait action. I know I've used the wait action in the past, but it's been so long that I don't remember where that's located in the list.
Yeah, this is confusing because MATT uses different wording between the Action name and the Action description.
I think the action is called "Play Animation" and the Wait again is called "Delay Next Action".
There is a UX control that lets a user type ahead and automatically filter a list down. It would be ideal for active tiles since the list is so huge now. I suggested it to monk quite a while ago.
@@BaileywikiI ended up figuring it out by just selecting every option on the list till I found the right one. lol The animation one is "Tile Animation" under the Actions category. And Wait is listed as "Delay actions", which makes sense.
I used that on my world map to cover a cerain area of the map, so rather than have it activate on token move, I just added another delay action in there to give like 15 seconds before it would reset the animation. The one thing I can't figure out is how to have it simply loop without having a specific trigger. Right now I have it set to scene change so it plays when someone goes to the map, but it never repeats unless someone else loads into the map.
In terms of performance, is this more or less demanding than an actual animated map/video?
I havent officially benchmarked the two, but I expect this is significantly lower demand on performance. These animations are smaller in general, all running on the GPU whereas the large animated maps are pushing huge files with the entire screen updating with each frame.
The caveat is if you're using too many effects and/or too many animated tiles. There is a limit to everything.
Maybe someone monitoring the comments can offer a better technical analysis.
@@Baileywiki thanks for the reply. Great content as always. Getting back into Foundry in prep for AV game starting September. So i got plenty of time to set up some bells and whistles for my players
how do you make the token move that way when you turn ? it's amazing
Auto rotate module, I think is the name ☝️
when i search mass edit for "rotating" or even just "rot," nothing comes up. in fact, when i open the compendium "baileywiki mass edit prefabs", there is no "bw token magic fx" folder at all
These were retired and replaced with the new FX functions in the Mass Edit brush itself. There is a drop down of these effects.
If you still want the effects outside of mass edit, they are all still macros and the nuts and bolts compendium.
@@Baileywiki I've looked through the N&B compendium, I don't see rotating anywhere. It also doesn't appear in the drop downs in the Mass Edit brush or applying a Mass Edit Preset (TMFX) after the tile is placed.
This looks amazing in your video, though for me, with all mods that you have listed, I don't get those cool little lava fire pops. Instead, nearly everything in those areas is a round edged triangle with an "!". When I open up the properties, i get an error message saying the pathway doesn't exist. This also happened with the Arcane style of this map.
I'm missing a step or something with installation. Suggestions?
Did you install Jack Kerouac's animation module?
Do be carful with animated assets when they are attached to characters for dnd 5e. It breaks the new and updated character sheet. Found that out the hard way. Disabling them does fix the problem.
Wouldn't it be better to record the animated scene as a video and then use it as a looping video tile for when playing to reduce the performance requirements?
It's a question worth asking, but I think it would need to be tested. I've had full animated maps that grind to a halt.
I don't know the technical load on a GPU/CPU with a whole video that is changing all the pixels on the screen versus occasional code running VFX combined with smaller video files.
Fantastic video as always. My only issue is that if I have more than like six animated tiles in a scene and half my players can't load the scene, and those that can get crazy lag. lol
Yeah, you have to keep it within limits of your players' machines. Know what you're going to delete or disable ahead of time, in order of importance, of performance should come up.
It's nuts to me that what amounts to early 2000's graphics ends up taxing the machines so badly.
Cool animations :P