Hey @TAPgiles do you know how to make a puppet walk and run on a wall ( or any vertical surface) without any camera tricks or Rotating the whole scene?
Thanks for the video. Perfect for what im doing. Is it possible tho to link up a pitch setting to the camera . Im using MM's FPS puppet and i would like the puppet to be looking on the same vertical axis as it was on the privious sceen. My sceens are exactly the same but with diffrent logic doing difernt things.
There's usually a timer that controls the up/down progress. You can use a variable to restore the current time on that; that should work. Here's a tutorial on how to restore a setting of a gadget. th-cam.com/video/K82s4FFQzkM/w-d-xo.html
I've been experimenting with the look at gadget with heads, and I'm finding they seem incompatible with connectors. Sometimes the head will just completely ignore the connector or the connector will lock it in place even though lock rotation isn't on. The result is a head that wobbles around like a bobble head and quite often after enough turns will be lop sided. Any thoughts would be appreciated.
Yeah if an object is connected with a joint, it needs to be movable or a look-at rotator/follower will be ignored. So you need to have it movable but then physics affects it. You could try making the object have super low density and ignore gravity, see if that helps the look-at control it. Also worth turning on "stay upright" so it doesn't tilt round. Or maybe change it to bolt mode instead of a ball joint? Depends what you're going for. (Lock rotation just means it can't rotate around the axis of the ball joint itself--not that it will stop all rotation.)
@@TAPgiles Thanks for the reply afraid I'vetried the density and gravity stuff already , it doesn't seem to work. Besides character is wearing a hat which needs to be affected by gravity so it flops around. It doesn't matter it works well enough for what I'm doing I guess.
@@TAPgiles It's my own sculpted puppet. I know you can replace a puppet with your own but I've tried that in the past and it hasn't worked out. wierd thing is I've tried the look at gadget with a puppet and it works fine but when I look at it's settings I can't really see anything helpful, it's set to it's set to moveable and non collidable, but if I do that on mine it falls even with gravity turned off and density down. Oh well I'll just make do.
@@WhatAColourfulWorld Hrm... sounds like it may be set up incorrectly to me. A puppet is pretty easy to link up and then it just works. The key is for the parts you want the puppet to control to have the right connector setup. th-cam.com/video/K8Zj-LrQ7J8/w-d-xo.html Once the head is linked up correctly, the "look at" setting is what you need to look for, to have the head look towards a tag. And "Auto Look" has to be enabled. tapgiles.com/docs/#puppet-look-at
I have a question for any who might read this comment. I am confused by the creation save system. I do not understand why, I must keep old copies of things even if they have since been altered. For example, I attempt to sculpt a head. I save my progress after the first few steps. I continue working, and save again. Now, say I start a completely new project, I import the head I was just working on and save it, under a new filename. If I try to delete the original, it flags me and says I will lose both the old and the new, if i delete the old. I can see this being a real problem down the road when my save space is out and I have 900000 copies stuff that I don't need but can't delete because then I lose everything. Second question, if I'm designing a scene, say a couple buildings, a park bench and a tree, and I want to use that tree in another scene. I create a new project, go to search and find the scene that the tree is in, stamp it and delete everything else. This is really inconvenient as it leaves a lot of objects to delete when all I want is the tree, and it goes back to the first problem, I cannot delete the original scene because my new scene contains a tree from the old scene. I love MM for making this game. Its the greatest game ever by far, but what the hell were they smoking when designing the save and import system? If I am missing something please help me out, I'm so bummed right now over this. I know we can save stuff online too if we run out of space, but even that will fill up eventually and it doesn't really solve the problem, the fact that old unused copies have to be kept.
This is because the credit system is tightly enforced. That new creation credits the head you imported. It depends on that other creation. So if you deleted the head, anywhere that depends on it would break the credit chain and not be able to be published. Remember, you can always upload stuff quickly and easily (which has no limits) and then delete the local copy. Now it doesn't count towards the local file limit. You can even archive it so it doesn't show in your my creations at all. th-cam.com/video/YCrRfCpj_xE/w-d-xo.html So basically, don't worry about having files you no longer need. You can remove them well enough that they'll not bother you anyway. So there are very few cases where this becomes an actual problem beyond it "feeling messy" to some people. But out of sight, out of mind. ;D I'm curious as to why you would want to create a head as its own object but then import it into somewhere else and delete the old one? Could you edit the existing one instead? If you want your tree to be separate to the scene, I'd recommend exporting it first. To do this, select one object (group stuff if you need to, so you can select just that one group). Then click "save as new creation." Now, this will make a remix of the original creation and delete eveything but the object you selected. This means you can easily just import the thing you want to import and nothing else. However, as a remix its credit link is dependant on the original place the tree came from. So you can use the same process if you no longer want that scene to hang around. You can ask questions and find out information without slagging off Mm. I prefer it when people stay focussed and polite. It's a lot easier to help people that way.
This is perfect! A couple of things went over my head, but I got most of it. Thank you for another awesome tutorial!
Very well communicated as always 👍
Exactly what I needed to know for the game I'm working on. Thanks Tap.
I did this in my game 2 weeks ago, using Aecerts tutorial. I wish I had this video instead! You didnt gloss over the tag/teleporter gizmos.
Aw thanks mate. I do try to be as clear and explanatory as possible, so that's good to hear :D
Hey @TAPgiles do you know how to make a puppet walk and run on a wall ( or any vertical surface) without any camera tricks or Rotating the whole scene?
(answered on your other comment)
Thanks for the video. Perfect for what im doing.
Is it possible tho to link up a pitch setting to the camera .
Im using MM's FPS puppet and i would like the puppet to be looking on the same vertical axis as it was on the privious sceen. My sceens are exactly the same but with diffrent logic doing difernt things.
There's usually a timer that controls the up/down progress. You can use a variable to restore the current time on that; that should work.
Here's a tutorial on how to restore a setting of a gadget. th-cam.com/video/K82s4FFQzkM/w-d-xo.html
@@TAPgiles not the first time you've helped me out. Top man. Thank you
I've been experimenting with the look at gadget with heads, and I'm finding they seem incompatible with connectors. Sometimes the head will just completely ignore the connector or the connector will lock it in place even though lock rotation isn't on. The result is a head that wobbles around like a bobble head and quite often after enough turns will be lop sided. Any thoughts would be appreciated.
Yeah if an object is connected with a joint, it needs to be movable or a look-at rotator/follower will be ignored.
So you need to have it movable but then physics affects it. You could try making the object have super low density and ignore gravity, see if that helps the look-at control it.
Also worth turning on "stay upright" so it doesn't tilt round. Or maybe change it to bolt mode instead of a ball joint? Depends what you're going for.
(Lock rotation just means it can't rotate around the axis of the ball joint itself--not that it will stop all rotation.)
@@TAPgiles Thanks for the reply afraid I'vetried the density and gravity stuff already , it doesn't seem to work. Besides character is wearing a hat which needs to be affected by gravity so it flops around. It doesn't matter it works well enough for what I'm doing I guess.
@@WhatAColourfulWorld I'm wondering, have you tried just using the puppet's built in head-looks-at-a-thing behaviour? That works well.
@@TAPgiles It's my own sculpted puppet. I know you can replace a puppet with your own but I've tried that in the past and it hasn't worked out. wierd thing is I've tried the look at gadget with a puppet and it works fine but when I look at it's settings I can't really see anything helpful, it's set to it's set to moveable and non collidable, but if I do that on mine it falls even with gravity turned off and density down. Oh well I'll just make do.
@@WhatAColourfulWorld Hrm... sounds like it may be set up incorrectly to me.
A puppet is pretty easy to link up and then it just works. The key is for the parts you want the puppet to control to have the right connector setup. th-cam.com/video/K8Zj-LrQ7J8/w-d-xo.html
Once the head is linked up correctly, the "look at" setting is what you need to look for, to have the head look towards a tag. And "Auto Look" has to be enabled. tapgiles.com/docs/#puppet-look-at
I have a question for any who might read this comment. I am confused by the creation save system. I do not understand why, I must keep old copies of things even if they have since been altered. For example, I attempt to sculpt a head. I save my progress after the first few steps. I continue working, and save again. Now, say I start a completely new project, I import the head I was just working on and save it, under a new filename. If I try to delete the original, it flags me and says I will lose both the old and the new, if i delete the old. I can see this being a real problem down the road when my save space is out and I have 900000 copies stuff that I don't need but can't delete because then I lose everything. Second question, if I'm designing a scene, say a couple buildings, a park bench and a tree, and I want to use that tree in another scene. I create a new project, go to search and find the scene that the tree is in, stamp it and delete everything else. This is really inconvenient as it leaves a lot of objects to delete when all I want is the tree, and it goes back to the first problem, I cannot delete the original scene because my new scene contains a tree from the old scene. I love MM for making this game. Its the greatest game ever by far, but what the hell were they smoking when designing the save and import system? If I am missing something please help me out, I'm so bummed right now over this. I know we can save stuff online too if we run out of space, but even that will fill up eventually and it doesn't really solve the problem, the fact that old unused copies have to be kept.
This is because the credit system is tightly enforced. That new creation credits the head you imported. It depends on that other creation. So if you deleted the head, anywhere that depends on it would break the credit chain and not be able to be published.
Remember, you can always upload stuff quickly and easily (which has no limits) and then delete the local copy. Now it doesn't count towards the local file limit. You can even archive it so it doesn't show in your my creations at all. th-cam.com/video/YCrRfCpj_xE/w-d-xo.html
So basically, don't worry about having files you no longer need. You can remove them well enough that they'll not bother you anyway. So there are very few cases where this becomes an actual problem beyond it "feeling messy" to some people. But out of sight, out of mind. ;D
I'm curious as to why you would want to create a head as its own object but then import it into somewhere else and delete the old one? Could you edit the existing one instead?
If you want your tree to be separate to the scene, I'd recommend exporting it first. To do this, select one object (group stuff if you need to, so you can select just that one group). Then click "save as new creation." Now, this will make a remix of the original creation and delete eveything but the object you selected. This means you can easily just import the thing you want to import and nothing else. However, as a remix its credit link is dependant on the original place the tree came from. So you can use the same process if you no longer want that scene to hang around.
You can ask questions and find out information without slagging off Mm. I prefer it when people stay focussed and polite. It's a lot easier to help people that way.
And sorry for my comment being off-topic with the video.
No worries. Always happy to help.
:) Noice!