@PolarcapAeronautics in simple planes, its a collection of code. for example "time","explosionScale". it controls aspects of parts. In simple its basic (except when its not basic) code for simple planes
overload. then put it in input section for rotators then for basic mech functions hip joint: sin(time*180)
knee joint cos(time*180)
ankle joint sin(time*180)
@creca Absolutely. Making walkers is really hard, so don't get discouraged. There's a lot of people trying to solve the same problems you are so hang in there.
@PolarcapAeronautics in simple planes, its a collection of code. for example "time","explosionScale". it controls aspects of parts. In simple its basic (except when its not basic) code for simple planes
What the hell is a funky tree
you need code
overload. then put it in input section for rotators then for basic mech functions
hip joint: sin(time*180)
knee joint cos(time*180)
ankle joint sin(time*180)
@creca Absolutely. Making walkers is really hard, so don't get discouraged. There's a lot of people trying to solve the same problems you are so hang in there.
@F104Deathtrap THANK YOU SO MUCH!
Make sure Finetuner is enabled under the Mods section of the main menu, then use finetuner (blue button, towards the bottom of the build screen).
You usually enter the Funky code into the "input" section of a rotator or other moving part.
Here's a guide to Funky Trees
Here's a guide to using XML
I reccomend you read about XML first and experiment with it before getting into Funky Trees. This stuff isn't easy, but its amazingly powerful.