Skip to main content

Report this content

We want the Dreams coMmunity to be a safe, diverse and tolerant place for everyone, no matter their age, gender, race, sexual orientation or otherwise. If you believe this content to contradict these principles, you can file a report for our coMmunity teams to investigate.

Note that misuse of the reporting tool will not be tolerated.

Item being reported:

A forum post by Supposer

Order of operations: As far as I can tell, it's on a frame-by-frame basis. Anything that exists and is powered on during a given frame will be processed. Anything that doesn't exist or isn't powered on during a given frame will not be processed. (Note that audio or timelines that play "once" will continue playing without power. So things *on* the timeline will still be powered and unpowered at the right times. But none of the *timeline's* features will do anything--eg. end trigger output.)

Emitters: An emitter will emit an object. That object can be a group containing multiple objects--including things like keyframes and logic and emitters. Animation should start as soon as it's powered. So when it's emitted, it should start playing automatically--unless you have some logic hooked up to the gadget's power. It would be hard to debug your specific problem without knowing more about the logic setup.

To edit an emitted object, turn off "preview invisibility." Now you can see the object (kind of faded out). You can scope in and do whatever you like in there, even add or remove objects, or create new ones.

To start logic off, I use the switch gadget. If I want it to be permanent, I turn of the gadget's UI in the tweak menu so it just shows the value it's sending. For reference, you can also use the value slider in the same way.

If you own the scene you're in, sculpting in-scene is perfectly fine. And you can always select an object and click the "save as new creation" context button to save it out later. If you're working with others and are collaborating on someone else's scene, it's best to create objects separately, then publish and bring them in to the scene. If you don't own the scene, then only they are able to save things out--which means they own that prop when it's published, also.

Oh dear! Your browser is either unsupported or there has been a problem loading the page.