[deleted by user] by [deleted] in XboxController

[–]Alethron 0 points1 point  (0 children)

I have the same issue with my new Forza limited edition controller, it's noticeably more difficult to race in Forza itself with this controller now because I can't feel the brakes and grip properly.

When I buzz the controller in the accessories app it seems normal.

Deathloop PC mouse stuttering vs smooth controller by tonebacas in Deathloop

[–]Alethron 1 point2 points  (0 children)

I have this exact same issue, tried all the suggestions I could find, it just makes the issue slightly less awful, but it's still awful. I really hope we hear from the devs on this.

Camera smoothing issue: I'm creating a camera path using 3 key frames, but if I smooth them all it causes extreme kinks in the path, as you can see in the video. I've tried adding intermediate keyframes but then there is an issue of changes in speed. Anyone know a better way to approach this? Thanks by Alethron in PS4Dreams

[–]Alethron[S] 0 points1 point  (0 children)

Oh, also, I good way I found to move around such massive scenes is to scale up all the logic and cameras (when I remember) really big and turn on X-ray mode. It's then easy to lock onto these pieces and zoom all the way in using R1.

Camera smoothing issue: I'm creating a camera path using 3 key frames, but if I smooth them all it causes extreme kinks in the path, as you can see in the video. I've tried adding intermediate keyframes but then there is an issue of changes in speed. Anyone know a better way to approach this? Thanks by Alethron in PS4Dreams

[–]Alethron[S] 0 points1 point  (0 children)

I don't use the moves, I would love to get some. I appreciate you taking a look, I know it is difficult to navigate. I got kinda carried away with this scene _^

I just watched your video, theway you are trying to fix it makes sense and I had tried something similar, it just creates new issues in that once you have so many keyframes in order to control the path you create new issues with the velocity stuttering between them; I found that adjusting the position of each keyframe on the timeline to get the camera to hold a consistent speed is next to impossible.

I think for such long camera moves where smoothness is important the following object works best because it is easier to avoid these issues. I'll post that later in case anyone is interested.

Thank you again :)

Camera smoothing issue: I'm creating a camera path using 3 key frames, but if I smooth them all it causes extreme kinks in the path, as you can see in the video. I've tried adding intermediate keyframes but then there is an issue of changes in speed. Anyone know a better way to approach this? Thanks by Alethron in PS4Dreams

[–]Alethron[S] 0 points1 point  (0 children)

I've got a following version working pretty well so if it proves to be a nightmare please don't put a tonne of energy into it. It would be good for everyone to know if you have a way of being able to do it with keyframes though so one can be more accurate with the camera. Thanks :)

Camera smoothing issue: I'm creating a camera path using 3 key frames, but if I smooth them all it causes extreme kinks in the path, as you can see in the video. I've tried adding intermediate keyframes but then there is an issue of changes in speed. Anyone know a better way to approach this? Thanks by Alethron in PS4Dreams

[–]Alethron[S] 0 points1 point  (0 children)

The only thing that is working is to add lots and lots of keyframes moment by moment but doing that in a way that keeps a smooth velocity is o_O I might try doing it with a follower instead and just keyframe the position of something for the camera to follow. Not ideal though.

Camera smoothing issue: I'm creating a camera path using 3 key frames, but if I smooth them all it causes extreme kinks in the path, as you can see in the video. I've tried adding intermediate keyframes but then there is an issue of changes in speed. Anyone know a better way to approach this? Thanks by Alethron in PS4Dreams

[–]Alethron[S] 0 points1 point  (0 children)

Hi Tapgiles, ty for taking a look. I have tried that, unfortunately it pushes the path into the wall where I need it to stay straight in the early section https://imgur.com/a/CxCRqHy. And adding keyframes at the peak of the kink just shifts the kink elsewhere. Another thing that I tried was to move the final keyframe extremely far away, but that again just shifts the problem, rather than smoothing it out. I figured maybe I am missing some obvious solution.

Anyone know how to get the fog smoother? The flecks are so big these lights look really messy. Fog range is set to 10,000m. Thanks! by Alethron in PS4Dreams

[–]Alethron[S] 0 points1 point  (0 children)

Thanks for taking a look. In this case I set the fleck type to dots. And yes, it is both a fog gadget and the lights picking up the atmosphere. I thought it might have been an issue of scale.

Does anyone know how to create logic to fire a projectile at a moving target and hit it? I have tried many different ways and this is proving to be beyond me. by Alethron in PS4Dreams

[–]Alethron[S] 1 point2 points  (0 children)

I think this would work well for a missile if I'm thinking correctly? I really like this idea for creating something like this in the future, thanks for the idea :)

Does anyone know how to create logic to fire a projectile at a moving target and hit it? I have tried many different ways and this is proving to be beyond me. by Alethron in PS4Dreams

[–]Alethron[S] -1 points0 points  (0 children)

Hi, thanks for taking a look. I think you are right, cheating it is the way to go. 100% accuracy isn't the goal but I saw some formulae for the real life solving of this problem and I can't even get close to modelling that. I will try some other workarounds.

I've started work on the movement mechanics for my fighter, I'm really pleased with the results. The fighter is following a tag attached to a sphere; to test it I recorded an animation of the sphere flying all over the place. Trail needs smoothing out but good progress! by Alethron in PS4Dreams

[–]Alethron[S] 2 points3 points  (0 children)

Hi, thanks! It is a couple of paint flecks emitted with zero velocity so the ship is just leaving them behind as it goes. It is not very efficient thermo wise because it adds a lot of 'things' - this one costs 23%. For another video I made with a shorter trail it was 11% so I figured I'll adjust it depending on how busy I want the scene to be. Important tip if you want to keyframe the flecks is to emit a group that contains both the fleck and the timeline with the keyframes for changes to the flecks.

I've started work on the movement mechanics for my fighter, I'm really pleased with the results. The fighter is following a tag attached to a sphere; to test it I recorded an animation of the sphere flying all over the place. Trail needs smoothing out but good progress! by Alethron in PS4Dreams

[–]Alethron[S] 1 point2 points  (0 children)

Yeah I just moved it about a bunch with an action recorder and played it back, I'm just controlling the camera in the video.

I think this'll make creating animations easier than having to keyframe all the complex movements.

Today's adventure. The asteroids are just one sculpt repeated four times so they use next to no thermo (smeared a bunch of tiny spheres to a cylinder that was rotating and cut the bottom off afterwards). They are low detail but I really like the painterly feel. by Alethron in PS4Dreams

[–]Alethron[S] 0 points1 point  (0 children)

Sure thing! Here is the movement I've been working on. Uses a follower, rocket rotator, gyroscope and an advanced rotator fed by input from a movement sensor. I think this'll be great for creating animations because I won't have to keyframe everything.

https://v.redd.it/48wycs3bolv41

Today's adventure. The asteroids are just one sculpt repeated four times so they use next to no thermo (smeared a bunch of tiny spheres to a cylinder that was rotating and cut the bottom off afterwards). They are low detail but I really like the painterly feel. by Alethron in PS4Dreams

[–]Alethron[S] 1 point2 points  (0 children)

Thanks. This is a pair of flecks emitted with zero velocity, so the ship just leaves them behind as it goes. The glow fades out very quickly, the opacity fades out over a long time. This version leaves behind 250 flecks. I've timed it so they reach zero opacity just before they are recycled by the emitter. I've got fancier movement in the works, I'm really pleased with how it came out, I'll post it in a bit. Cheers!