113k PlanariaLab Comments

  • FunkyTree tutorial video in Japanese language. 4.0 years ago

    @WarHawk95

    I have no intention of making an English version for the following reasons.
    .
    ・Synthetic voice software does not support English.
    (Even if I use my voice, it's a terrible voice and I don't know the correct English pronunciation.)
    ・Explaining things in a foreign language is very difficult and cumbersome.
    ・Others said they would make it.

  • FunkyTree tutorial video in Japanese language. 4.0 years ago

    @ImaCat
    I hesitated to post it in the video section because it is content that only makes sense to a small number of people.

  • Walking FT test for large Mechs 4.0 years ago

    @FreeNoobGaming1
    I using Invert Kinematics to move ankle position.
    Works using the same idea
    So far, I remember seeing only two works based on this method (other than mine), so it seems that this method is not yet common.

  • Walking FT test for large Mechs 4.0 years ago

    The new walk FT for human-size frames is used as-is for 8.6m class Mechs.

  • Question for funky tree editors 4.1 years ago

    @FLOWRIDER0 @hpgbproductions
    Thanks, notepad++ seems to be popular.
    (I forgot to reply, sorry.)

  • Need another help with FT inputs....ill give u a cookie 4.1 years ago

    @RavenG59
    clamp01(smooth(Activate1,clamp01(Activate1))>0)
    or
    clamp01(smooth(Activate1,(Activate1?1,200))>0)
    ?

  • Need another help with FT inputs....ill give u a cookie 4.1 years ago

    @RavenG59
    (smooth(Activate1,clamp01(Activate1))>0)
    Maybe this works

  • Question for funky tree editors 4.1 years ago

    @WarHawk95
    I remember, but I haven't made it yet ... I think I can make something that will be able to walk after ejection in a few days, but I think it will take a while to add a function that matches the movement of the throttle and stick.
    By the way, I'm not close enough to you to prioritize you.
    If you want to hurry, you should still do it yourself or ask someone else.

  • Question for funky tree editors 4.1 years ago

    @WarHawk95
    Oh, now i understand.
    Which version should I sent? There are general-purpose types such as suzu and those that only walk.

  • Question for funky tree editors 4.1 years ago

    @WarHawk95
    Notepad++ ... I have it in but I haven't used it.
    I'll give it a try, thanks.

    Regarding the rotator, what you want to make is to make one round trip, take a break for a certain period of time, and then make another round trip?
    (I don't know if I'm using the correct English ... sorry)

  • Funky Trees help! (Auto-aiming) 4.1 years ago

    This is possible by entering a numerical value for offset in a part of the calculation formula.
    May be able to use the same method as the Para-chan system I talked about in Discord earlier, but I haven't actually tried it yet.So I'll let you know when I can explain it.

  • Pitch/Roll Proof turret (TankStab/BomberTurret) 4.2 years ago

    @krevedkopro
    Thank you!

  • Yoshika Miyafuji (ver 2.7) 4.2 years ago

    @JaphetSkie
    Altitude change rate is controlled by PID controller.

  • Functions required for humanoid frames? 4.2 years ago

    @Abakan12
    It is already built in.

  • AI controller prototype test 4.2 years ago

    Created for relaxation.
    Use the target function to know the player's position and use the comparison operator to determine if the player is on the button.

  • Functions required for humanoid frames? 4.2 years ago

    @exosuit
    I agree.
    In the meantime, though, you can switch the function of the axis depending on the AG but If it use too much of it, the operation becomes too complicated.

  • Functions required for humanoid frames? 4.2 years ago

    @marcox43
    That thing with the "ウッーウッーウマウマ(゚∀゚)" …
    Maybe I'll add it when I have room in my AG.

  • Functions required for humanoid frames? 4.2 years ago

    @exosuit
    You mean crouching and crawling?
    I think we can add this if we can get the control placement right.
    But I wouldn't be able to create a bouncing motion like a skip.

  • Functions required for humanoid frames? 4.2 years ago

    @V
    I think it is possible. But the motion may not be good.

  • Yoshika Miyafuji (ver 2.7) 4.2 years ago

    @Hellosss38
    There may be a problem activating the gun ...
    Prior to version 1.10.103, the = operator had problems on mobile. This may be the cause.
    I think you can shoot by updating the software or modifying the activation group of the gun (buried in the tip of the barrel).

  • Yoshika Miyafuji (ver 2.7) 4.2 years ago

    @Hellosss38
    Is the software version 1.10.104? If not, please update it.
    If you have the right version but it doesn't work, please let me know what OS you are using.

  • Functions required for humanoid frames? 4.2 years ago

    @rexrexThezion

    So what's the point of adding it?

    I don't know how to use the T stance after loading.

  • Functions required for humanoid frames? 4.2 years ago

    @WarHawk95
    Originally developed as a general-purpose walking frame. (Previous demonstration version has been uploaded to my account).
    From there I will connect to the vehicle with a magnet and move my hand according to the operation.
    The problem is the synchronization of the handle and the arm. I'm thinking of several methods, but I'm not sure if it works. You may not be able to make something too complicated.

  • Functions required for humanoid frames? 4.2 years ago

    @Highground
    It's possible if it's simply grabbed and climbed, but I'm not sure if switching, such as leaving the ladder and standing on the ground, will work. I'll think about it

  • Functions required for humanoid frames? 4.2 years ago

    @WarHawk95
    I think it is possible, but it is difficult to prepare multiple maneuvering positions due to AG, so I think that I will make it as a separate version at a later date.

  • Demonstration of Hover Unit Type II 4.2 years ago

    @GenrichTitov
    Until I saw the full-interior work, I never thought I would make a human in an airplane game.

  • Yoshika Miyafuji (ver 2.7) 4.2 years ago

    @2393633
    I'm using for this isn't too different from other player using for other turrets.

  • question 4.2 years ago

    @ANONYMOUS10132
    You can try checking Use Direct Input from Control Settings → Settings → Advanced
    By doing so, even a slightly older Controller using direct input will work.
    If it still doesn't work or you are not a Windows user, I think it can be improved by using software that converts to xinput.
    If the controller originally belongs to xinput but it doesn't respond ... Reinstalling the driver may fix it, but the controller may be broken.

  • question 4.2 years ago

    Possible with any controller compatible with your computer.
    After connecting, assign the axis in the control settings.

  • What happened to Aeromen??? 4.2 years ago

    He deleted the account.
    He has long been unnecessarily insulting what he doesn't like. It offended some users, sickened them, and left the site.
    This time as well, it seems that people's works (including works other than thumbnails) claimed to be trash and caused a dispute.

  • Can you give me an idea for the building? 4.2 years ago

    @BagelPlane
    I don't know if it can be made because the real thing is not nearby, but it may be possible if it is just a supermarket

  • Can you give me an idea for the building? 4.2 years ago

    @NightmareCorporation
    I don't like cyberpunk buildings ... but when I build a store I think the sign will light up

  • Can you give me an idea for the building? 4.2 years ago

    @exosuit
    I didn't know that the convenience store itself is a two-story building.
    (According to my research, it seems that there are almost no two-story stores in my country because there is a risk that the legal division will be a supermarket if it is two-story.)
    However, since it is common to make convenience stores on the first floor of apartment houses, I think that such things can be made.

  • Drawing Time! 4.2 years ago

    good‼︎

  • Aeromen’s gone? 4.2 years ago

    @SeikaSeikaTheMan
    Ah ... it was really hard at that time ... I even wanted to die ... well, it's a ridiculous story to think about now.
    Still, I'm sorry for those who left the site because of that

  • Aeromen’s gone? 4.2 years ago

    @KnightOfRen
    Sorry, the translation software made a mistake. I'll fix it soon.
    .
    Certainly I think both have the right side.
    But I feel there is a problem with the way of communicating.

  • Questions about rotators 4.2 years ago

    @PointlessWhyshouldi
    Thanks, but if you raise the damper and speed up, some FTs will behave strangely.
    I'm currently using a method of gaining weight, but using it for one of the tasks I'm working on would be unrealistically too heavy ... (specifically, the weight of one person over 2t)

  • Yoshika Miyafuji (ver 2.7) 4.2 years ago

    @Subnerdica
    Find it yourself.
    They are professional designers and cartoonists, so you can find their email addresses if you look them up.
    But such public addresses are usually for job requests and inquiries, so they are not suitable for sending such silly things.

  • Yoshika Miyafuji (ver 2.7) 4.2 years ago

    @Subnerdica
    Tell the author of the original work, not me.

  • Demonstration of Hover Unit Type II 4.2 years ago

    @BagelPlane
    I see, it seems that he was another person. (Usually I use the name "nagisa" in multiplayer.)

  • Demonstration of Hover Unit Type II 4.2 years ago

    @BagelPlane
    As far as I can remember, I haven't run over. But sorry if it can be caused by line delay.
    Also, yesterday there was a person other than me who was using the old version, so it may be that person.

  • Demonstration of Hover Unit Type II 4.2 years ago

    @AWESOMENESS360
    Those are ... well ... probably a problem on the unity side, so I can't do anything to it.

  • Demonstration of Hover Unit Type II 4.2 years ago

    @FlyingPatriot
    There is a link in the pinned comment

  • Demonstration of Hover Unit Type II 4.2 years ago

    Work is here.
    MAP is here.
    Automatic aiming is not perfect, but it is much more accurate and faster than manual aiming.

  • Yoshika Miyafuji (ver 2.7) 4.2 years ago

    @MintLynx
    Thanks, I aimed to behave like any other games, so I was happy to hear that

  • PAPI Test 4.3 years ago

    @Pita
    A few months ago I wasn't confident ... I deleted all the past works except the ones I really didn't want to erase.
    There is something that has been raised again with unlisted, so I will add mentions if necessary

  • PAPI Test 4.3 years ago

    @Wallaby
    I would like to do it, but I don't know much about Unity yet so I can't do it yet

  • Should I make a jamesPLANESii Instagram Account for my SP projects? 4.3 years ago

    I think it's a good idea.
    But I can't follow you because I'm not on Instagram...

  • PAPI Test 4.3 years ago

    The work is here.
    It's a very simple system and you don't need credit to use it for your work.