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The breakdown is not accurate because it also includes MOD and Dev, but...
A character label that supports the Funky Tree string format.
This will be useful for displaying the name of the selected armament, data with units, mode switching of the aircraft, etc.
Hey, are there any plans to add a FunkyTree function for the position and angle of the HMD and 6DoF controller?
I think it will be very helpful in creating works like JHMCS and powered suits.
@WalrusAircraft
First, convert multiple images included in the animation into binary data one by one using opencv.
Second, calculate the time when each dot changes based on the data obtained there.
Third, convert it to a funky tree standard.
Fourth, generate the xml data with the required number of beacon lights arranged.
Finally, enter funkytree in the input of each beacon light, and it is complete (all the operations up to this point are automatically done by the program)
@PlaneFlightX
Things that are more than half a year old are almost gone.
At that time, the published works, including past works, were a source of strong stress.
It wouldn't be possible for the average person to manually enter different formulas for more than 400 lights, I think it took a lot of work. Good work.
@jamesPLANESii
The reason why I made this is probably as you think.
When I saw that previous work, I was impressed.
But there was a synchronization gap due to the specifications of simplePlanes
Now that I can use funky tree, I think it can overcome this problem , so I made this work
@AltheimManufactorum @SETSUNA0414
Sorry, I must have misread.
What gnexes said is about right.
More precisely, the chest armor is moved backward, and what it lacks is made up for by the movement of the cockpit.
.
The method of moving only the cockpit forward without moving the chest would require moving it much further forward, increasing the risk of interference with the forearms.
@TheTomatoLover
Original, but several pieces were used as design references.
-Legs:(alice gear aegis)
-Arms: ho229(NieR:Automata)+NT-1(Gundam)
-Torso: flight suit + body armor (real)
-Head: F35 HMD (real) +cat ear
-Cannon:RX-78-02(Gundam The Origin)
Unfortunately, the left eye must be sacrificed in the current situation, and improving this specification has proven to be almost impossible due to technical problems.
@JoshuaW
The information is based on the controlbase.
The control of the arm is calculated by inverse kinematics.
However, the control around the wrist is still in the realm of my academic ability to handle, so I use the variable output of the free hinge to get the angle directly.
Please change the reference point of Altitude Agl to the center of the cockpit.
The current reference point is the center of gravity on the build screen as seen from the cockpit, which makes it inconvenient to work with Altitude, which uses the center of the cockpit as its reference point.
@Jaspy109
It has already appeared at the beginning of 10 minutes 40 seconds 00 frames released at last year's notice event.
In addition, at the same time, the material images of these machine were released on the khara official Twitter account.
So I thought this was harmless.
@WNP78 @AndrewGarrison
I also strongly want the luminous fuselage that kyokutyo says.
It will make the instruments, wing lights and formation lights look great.
I think there are countless other uses as well.
I and he previously tried to create it in mod but it failed (because we were newbies)
If you implement this, I will make a number of works that make use of it. I have a lot of ideas.
I think it's a busy time, but please
Using the following formula for FT in the iOS version will work regardless of turning on / off AG2. Is it a bug? Or specifications?
(Activate1 & (-Activate2))
(Activate1 & -Activate2)
@Majakalona
If the mod file is less than 10 MB in size, you can use the uploader on this site, but if it is larger than that, you will need to use an external file sharing service.
@11qazxc
You are correct about how to formulate the equation.
However, the 1PartsHUD variable is optimized for the main cockpit, so if you want to use the coordinates of the missile as a reference, as in this case, it is faster to write a new one from scratch...
If I were to actually create one, it would look something like this.
@Flash0of0green
Give me a break. We're learning Unity and C# from scratch, and I've managed to make something that works.
Of course I would if I could,if I could.
I'm still working on that effort. Because of this, none of the projects that were supposed to be done have progressed.
So I can only say one thing now. If you're not satisfied with the status quo, you create the alternative.
By Ctrl+clicking on the Armed Group in the CountermeasuresDispenser, you can open the FT input screen and set the FT. However, when I go out to the map, the code I entered in that area is erased.
@Kangy
And in SP, a number of playable computer games were published before my Tetris.
- Snek Game by snoWFLakE0s.
I was inspired to make Tetris after seeing this.
- IzzyIA Pong by IzzyIA.
As far as I know, this is the first Pong.
- First Person Shooting Game by tom123chrchr.
As far as I know, this is the first computer game that runs on SP.
.
If you look for it, maybe it's still there.
At the bottom of the variables section, I think there are some variables that have "~ sum (Activate1 + 1) ~" in the activator.
.
They are variables for the initial condition, and each variable creates a cell at the coordinates corresponding to the name.
@Ian_Yashima
Oggo's engine is complicated because it has both propulsion and effect engines. So instead, here is the mechanism only.
If you ask, I'll do my best to answer your questions, but my English isn't very good, so don't expect me to respond fast.
He was often insulting people's work, which was offensive to some users.
Even in the example post, He was probably arguing.
I can't say that exosuit is right, but his statements so far have been enough to make exosuit do so.
Same for me and my friends.
268,338 people.
(When 2020/9/4/1:53 (UTC+9))
,
Below, calculation log
.
[Pages of user-1] * [Users per page] + [Users included in last user page]
.
(7453*36)+30
@An2k
You're welcome .
A part &(AltitudeAgl<2) for determining altitude is added to the original FT. In addition, I enclosed the whole FT with sum(clamp01( FT )) so that I would not weaken when I turned off the AG.
@FatEgg
I seem to have misunderstood the meaning.
When adding an exterior, I think that you can connect safely by shifting the coordinates for each part.
If it's still the same, check the exterior connections one by one and disconnect any extra connections.
In your case, the outer arms of the upper and lower arms are connected.
@Starlight
Use the following FT to reduce the rate of change of the output value smooth(output , speed)
When using it for "sin(x)" etc., I think it will work if you do the following sin( smooth(Time , input) * maxspeed)
I was concerned that the vertices sometimes jumped to strange places.
There is a specification that FT output switches from float notation toexponential notation when it under 1E-04.
Also, if an exponent is specified for a rich text tag, the tag refers only to the mantissa part.
Since the above is causing some vertices misalignment, it is recommended that the type specifier f be used to fix the output to float notation. {FT} -> {FT;f}
@S1lly
The version updated after the video was taken uses a self-made mod part for the GunBit trail effect.
However, this is just to improve the appearance, so it is functional without the mod.
@Mixx
First, I'm sure time will solve on this, but none of the mods I have been able to identify currently support Single Pass Stereo rendering.
.
Second,draw the screen foremost to prevent it from being blocked by other parts.
If this is done, the screen will be drawn in front of the exterior from the third-person viewpoint, so it should not be drawn when the camera is away from the screen.
.
Also, due to SP rendering specifications, the front-most rendering code would not function properly after a certain distance, so the screen had to be placed very close to the camera.
Screens at close range can be very uncomfortable in the stereoscopic view of VR.
As a countermeasure, we are planning to create a pseudo distant plane by displaying separate images for the left and right eyes, and if possible, stereoscopic viewing, but we are having difficulty in making adjustments.
.
In addition, although not shown in the video, the HMD also has the ability to synthesize an interface such as a HUD shot with a different camera onto the HMD image.
.
This mod is not expected to be user-friendly due to the fact that it was developed just to get the only build shown in the video to work and that it does not have sufficient knowledge of working with C#.
@Lake
As WolfHunter9111 is right.
This is the "ロポリこん(Low Poly Kon)" of the avatar model sold for VRChat.
It is a good avatar that suits everyone and is easy to handle.
I updated SP to ver 1.12.203.0 and now I get the following message and cannot load mod maps. Is it possible to fix this problem?
+10error message
Allocation
+8Platinum, 249
Gold, 934
Silver, 2280
Bronze, 9228
White (1 point or above), 21997
0 points user, 233650
.
The breakdown is not accurate because it also includes MOD and Dev, but...
@R1ch4rdR4u
+8It's extremely insane to advertise your work here, which has nothing to do with people's work pages. Comment deleted.
A character label that supports the Funky Tree string format.
+7This will be useful for displaying the name of the selected armament, data with units, mode switching of the aircraft, etc.
How about the following ?
+7(VTOL=0?0:1)
or
(VTOL>0?1:0)
or
(VTOL<0?1:0)
Hey, are there any plans to add a FunkyTree function for the position and angle of the HMD and 6DoF controller?
+6I think it will be very helpful in creating works like JHMCS and powered suits.
@WalrusAircraft
+6First, convert multiple images included in the animation into binary data one by one using opencv.
Second, calculate the time when each dot changes based on the data obtained there.
Third, convert it to a funky tree standard.
Fourth, generate the xml data with the required number of beacon lights arranged.
Finally, enter funkytree in the input of each beacon light, and it is complete (all the operations up to this point are automatically done by the program)
@IzzyIA
+5or add audio = false in the JointRotator section from rotator
@PlaneFlightX
+5Things that are more than half a year old are almost gone.
At that time, the published works, including past works, were a source of strong stress.
It wouldn't be possible for the average person to manually enter different formulas for more than 400 lights, I think it took a lot of work. Good work.
+5If you don't want to wage war, avoid such topics outside the work and ignore aggressive people as much as possible.
+5@jamesPLANESii
The reason why I made this is probably as you think.
When I saw that previous work, I was impressed.
But there was a synchronization gap due to the specifications of simplePlanes
Now that I can use funky tree, I think it can overcome this problem , so I made this work
+5@crazyplaness
+4Can't people under 15 use the web to search?
@AltheimManufactorum @SETSUNA0414
+4Sorry, I must have misread.
What gnexes said is about right.
More precisely, the chest armor is moved backward, and what it lacks is made up for by the movement of the cockpit.
.
The method of moving only the cockpit forward without moving the chest would require moving it much further forward, increasing the risk of interference with the forearms.
@TheTomatoLover
+4Original, but several pieces were used as design references.
-Legs:(alice gear aegis)
-Arms: ho229(NieR:Automata)+NT-1(Gundam)
-Torso: flight suit + body armor (real)
-Head: F35 HMD (real) +cat ear
-Cannon:RX-78-02(Gundam The Origin)
@TheOneAndOnlyToad @ShiroNeko @TheCommentaryGuy
+4Take those topics elsewhere.
@Freerider2142
+4Yeah...FT has no way of knowing where the checkpoints are, so you have to manually re-enter the route.
Unfortunately, the left eye must be sacrificed in the current situation, and improving this specification has proven to be almost impossible due to technical problems.
+4The use of magnetic arms to climb high steps is impressive.
+4@JoshuaW
+4The information is based on the controlbase.
The control of the arm is calculated by inverse kinematics.
However, the control around the wrist is still in the realm of my academic ability to handle, so I use the variable output of the free hinge to get the angle directly.
Please change the reference point of Altitude Agl to the center of the cockpit.
+4The current reference point is the center of gravity on the build screen as seen from the cockpit, which makes it inconvenient to work with Altitude, which uses the center of the cockpit as its reference point.
@Jaspy109
+4It has already appeared at the beginning of 10 minutes 40 seconds 00 frames released at last year's notice event.
In addition, at the same time, the material images of these machine were released on the khara official Twitter account.
So I thought this was harmless.
@WNP78 @AndrewGarrison
+4I also strongly want the luminous fuselage that kyokutyo says.
It will make the instruments, wing lights and formation lights look great.
I think there are countless other uses as well.
I and he previously tried to create it in mod but it failed (because we were newbies)
If you implement this, I will make a number of works that make use of it. I have a lot of ideas.
I think it's a busy time, but please
@thefalkenreich
Sorry, the translation was wrong.
It is possible to create a prime. I will post it so that create a character as simple as possible near
+4Using the following formula for FT in the iOS version will work regardless of turning on / off AG2. Is it a bug? Or specifications?
+4(Activate1 & (-Activate2))
(Activate1 & -Activate2)
@Majakalona
+3If the mod file is less than 10 MB in size, you can use the uploader on this site, but if it is larger than that, you will need to use an external file sharing service.
Image previously sent to others.
+3terminal parts could be with massscale=0.
@11qazxc
+3You are correct about how to formulate the equation.
However, the 1PartsHUD variable is optimized for the main cockpit, so if you want to use the coordinates of the missile as a reference, as in this case, it is faster to write a new one from scratch...
If I were to actually create one, it would look something like this.
@Flash0of0green
+3Give me a break. We're learning Unity and C# from scratch, and I've managed to make something that works.
Of course I would if I could,if I could.
I'm still working on that effort. Because of this, none of the projects that were supposed to be done have progressed.
So I can only say one thing now.
If you're not satisfied with the status quo, you create the alternative.
By Ctrl+clicking on the Armed Group in the CountermeasuresDispenser, you can open the FT input screen and set the FT. However, when I go out to the map, the code I entered in that area is erased.
+3@Kangy
+3And in SP, a number of playable computer games were published before my Tetris.
- Snek Game by snoWFLakE0s.
I was inspired to make Tetris after seeing this.
- IzzyIA Pong by IzzyIA.
As far as I know, this is the first Pong.
- First Person Shooting Game by tom123chrchr.
As far as I know, this is the first computer game that runs on SP.
.
If you look for it, maybe it's still there.
@SheriffHackdogMCPE
No, it has little to do with what I'm making here.
Over there, we mainly make costumes and accessories rather than the main body.
+3@V
At the bottom of the variables section, I think there are some variables that have "~ sum (Activate1 + 1) ~" in the activator.
+3.
They are variables for the initial condition, and each variable creates a cell at the coordinates corresponding to the name.
I couldn't have done it without the buttons and variable functions.
+3I made it in a short time, so it's rough.
Build is here
@Ian_Yashima
+3Oggo's engine is complicated because it has both propulsion and effect engines. So instead, here is the mechanism only.
If you ask, I'll do my best to answer your questions, but my English isn't very good, so don't expect me to respond fast.
He was often insulting people's work, which was offensive to some users.
+3Even in the example post, He was probably arguing.
I can't say that exosuit is right, but his statements so far have been enough to make exosuit do so.
Same for me and my friends.
268,338 people.
+3(When 2020/9/4/1:53 (UTC+9))
,
Below, calculation log
.
[Pages of user-1] * [Users per page] + [Users included in last user page]
.
(7453*36)+30
@An2k
+3You're welcome .
A part
&(AltitudeAgl<2)
for determining altitude is added to the original FT. In addition, I enclosed the whole FT withsum(clamp01( FT ))
so that I would not weaken when I turned off the AG.@FatEgg
+3I seem to have misunderstood the meaning.
When adding an exterior, I think that you can connect safely by shifting the coordinates for each part.
If it's still the same, check the exterior connections one by one and disconnect any extra connections.
In your case, the outer arms of the upper and lower arms are connected.
@Starlight
+3Use the following FT to reduce the rate of change of the output value
smooth(output , speed)
When using it for "sin(x)" etc., I think it will work if you do the following
sin( smooth(Time , input) * maxspeed)
I was concerned that the vertices sometimes jumped to strange places.
+2There is a specification that FT output switches from float notation toexponential notation when it under 1E-04.
Also, if an exponent is specified for a rich text tag, the tag refers only to the mantissa part.
Since the above is causing some vertices misalignment, it is recommended that the type specifier f be used to fix the output to float notation.
{FT} -> {FT;f}
@S1lly
+2The version updated after the video was taken uses a self-made mod part for the GunBit trail effect.
However, this is just to improve the appearance, so it is functional without the mod.
@LoneSpaceGaming
+2I made, but this feels like a very common thing already.
Number of variables used
+2reversi:73
tetris:143
this:159(temporary)
@Mixx
+2Sorry, I forgot to include it.
I will upload the correct one as an official update in a few days, so please wait a bit.
@Mixx
+2First, I'm sure time will solve on this, but none of the mods I have been able to identify currently support Single Pass Stereo rendering.
.
Second,draw the screen foremost to prevent it from being blocked by other parts.
If this is done, the screen will be drawn in front of the exterior from the third-person viewpoint, so it should not be drawn when the camera is away from the screen.
.
Also, due to SP rendering specifications, the front-most rendering code would not function properly after a certain distance, so the screen had to be placed very close to the camera.
Screens at close range can be very uncomfortable in the stereoscopic view of VR.
As a countermeasure, we are planning to create a pseudo distant plane by displaying separate images for the left and right eyes, and if possible, stereoscopic viewing, but we are having difficulty in making adjustments.
.
In addition, although not shown in the video, the HMD also has the ability to synthesize an interface such as a HUD shot with a different camera onto the HMD image.
.
This mod is not expected to be user-friendly due to the fact that it was developed just to get the only build shown in the video to work and that it does not have sufficient knowledge of working with C#.
I don't know if I'm meeting your expectations.
+2@GrandmasterPotato
+2Not strictly walking, but I made it once six months ago.
@Kangy
+2He noted that PONG was the first computer game in the world to be released to the public.
@Lake
+2As WolfHunter9111 is right.
This is the "ロポリこん(Low Poly Kon)" of the avatar model sold for VRChat.
It is a good avatar that suits everyone and is easy to handle.