Forum Posts

Thewseph G
Apr 24, 2022
In Feature Requests
I would like to be able to drag a wire from the alert to an emitter's Burst Count patch and plug into it the actual number of bits cheered, like how you can get the username from the wire of a new follow alert. Ultimately I would like to be able to set things up so if (for example) a user cheered 450 bits, it could be wired to an emitter that launched four 100 bit particles and fifty 1 bit particles.
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Thewseph G
Apr 23, 2022
In Report a Bug
I believe emitting an alert throws off the timing of the wait that follows it. I would like to see emitted alerts be treated as instantaneous, i.e. when the sequence activates a wait its wait is relative to the previous wait in the list, or from when the sequence started if there is no previous wait. I found this bug after I made a 32 emit sequence, each emit being followed by a 0.4688 second wait, except for the last one. So it should take 14.5328 seconds to complete the sequence. This sequence is triggered by a 15-second repeating alert, but the last one or two emits in the 32 emit sequence aren't being triggered because the sequence starts over before getting to them. Currently only 8 of the emits actually do anything, and the ones that do only toggle visibility of one of eight layers off and toggle another one on. TLDR I'm trying to make a sequence that repeats every 15 seconds and is divided evenly into 32 beats but I run out of time before the 31st or 32nd beat. I think the amount of time it takes to complete even an empty emit throws off the timing of the sequence. It makes more sense for a sequence to act like a timeline, with emits firing asynchronously.
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Thewseph G
Apr 20, 2022
In Feature Requests
As far as I can tell, there's no way to do this. I'm getting by with using a virtual camera as a webcam source. I have a six screen by six screen video wall and thus had to do 36 crop and filters to properly display a video. Only want to do it that one time!
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Thewseph G
Apr 20, 2022
In Feature Requests
I'm animating the lighting angle in a 3D screen and it plays across the 3D of the frame nicely, but the test pattern image I'm texturing with it stays uniformly lit no matter how I adjust the light. Is there some way to add something glassy on top of the texture so moving the light has a visible effect?
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Thewseph G

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