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WadeVRX from patreon
WadeVRX patreon

2022 Interactive

🕑 Added 2022-02-02 07:46:39 +0000 UTC
2022 Interactive

Comments

khunk8120

TY for the scene. I wanna let her move by my VR hands like this. Is there any scene you made like this with front cowgirl positon?

_Wolf_

So what ya working on Wade?

Mick

Best scene ever. Love how you can interact with the girl in the TF scene. More like this please

wade

just another issue with VAR files. how would you guys feel about scenes shared NOT in Vars?

_Wolf_

passed ya a DM on Discord, wanted to bring an error log to your attention. Atom TittyFuck/elbowmoveStep2 referenced by animation pattern TittyFuck/elbowmove does not exist

wade

Empty atom's can't trigger a Collision Trigger. The Collision Trigger (As far as I know) is the only atom that can have collision without any physical properties (non solid). If you can give me an example from this scene regarding animpatterns I would be happy to explain how it is interacting. This is part of the reason why I started this Patreon in the first place.

CaseEP

Yeah, I didn't mean 'old-school' as a diss or smth - sorry about that. I should phrase more carefully. It's just that back in the day before AcidBubbles integrated triggers into Timeline, ppl would use Animpatterns for that purpose - put Triggers on the AnimationSteps & synchronize the Anipattern with the Timeline of one specific controller, such that the AnimationSteps were hit precisely at the same time as the respective keyframes.

CaseEP

Yeah, that's ... kinda what confuses me -> Why use the TRIGGER solely as a collision target? You could just as well use an empty? Same thing with the animpatterns - some DO have a target, while others ... IDK, it almost looks like they were forgotten? Or are they supposed to act as timers? Or delays? Could you maybe make a short vid explaining some of your typical building blocks? It'd greatly help with 'reading' your scenes, yknow? Additional benefit would be that if we could more easily 'read' your scenes, we wouldn't have to ask?

wade

also timeline doesnt like only controlling a atom's rotation or position ONLY. ani loops can

wade

im not using animation patterns in any sort of traditional way. Timeline is way too restricting for interactive content. some triggers are being used solely as a collision target for another trigger.

CaseEP

Nice! I have to admit, it's sometimes not that easy analysing the scene, since you're using the "oldschool" style of using AnimPatterns to control the Scene-logic (afaics, the current "vogue" are MacGruber's Logicbricks + Timeline). (I find it a bit ... vexing ... to see UI-Triggers in suggestive positions whose collisions aren't connect to any triggers; or anipatterns that have no target - could be it's a setup I don't understand ... could also be that the triggers depopulated ...) Anyhow ... I like it!


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