#virtual-reality
1 messages Β· Page 89 of 1
So the menu system has around 8 categories with 15-20 thumbnails each
Deleting 7 of the menues boosted the performance from 5 minutes to 25 min before overheating
why not to use UMG ?
dont ask me, I didnt make it π
aye π
so, Im hoping by either using UMG or just adding some deletion to the menues, combined with the GPU/CPU levels you guys just shown me, I can get it running at around 40-50 min on a S6
so, if Stereo Layers cubemap doesn't work for you, how do you display cubemaps at max quality ?
we arent... At the moment the cubemaps are only 4k. However... Unreal gets crazy unstable using anything above 8K anywys
compared the 16k we use in Oculus own VR viewer
so, if I could do the project from scratch, I would go ahead and upgrade to 4.14 and use stereolayers like you said
where did you see 16k cubemaps from Oculus?
you can make actors not tick and that kind of thing
we are making them our selves motorsep
Interesting!
hmm, cant find the link we used to come up with the resolution for our stereo cubemaps
but they are something like 16384x1024px
Theres a huge difference between the quality of that, and a 4K inside UE4
oh, I see what you mean (left and right cubemap strip on one 16k strip)
can't you use (2) 8k cubemap strips, one per eye ?
I think there is an option to allow engine using 8k images
(either in .ini or in the source)
@pearl tangle Fighter, Rogue, Paladin, Wizard
damn, Steam is indeed sort of a dump.. Was trying to see what's coming soon and oh Lord, it's an endless barrage of games
@odd garnet what's the weapons though?
Oh, War Axe, Shortsword (tanto sword), Sword, Wand
1ah the short sword was throwing me off. Looks flat
It's round?
like a sparring sword
Im updating my project to 4.15 and hopefully I can send out a test copy tonight
ah in the pic it just looked really square so couldn't really tell what it was
keen to give it a test for sure
Any aussies abouts?
yep. but im living in singapore at the moment
i know at least @clever sky is also an aussie, but he's a west coast aussie
Yeah Perth. The isolation.
Zoltan, mind if I run something by you in a small bit? I'll PM ya
go nuts
If I can pull my finger out.
preferably clean it first too
No promises.
@real needle No problem, I'll change the source but i don't know where to start
Sydney here
oh cool.
oz represent.
So my company is working on a new platform here that may be of interest to game devs.
It's called Waypoint - it's a funding platform that's based on major updates of your game. It's early days yet but we're hoping to be of use to yall
Would very much welcome feedback and your initial thoughts too.
interesting. @digital marlin so you guys are working with investors to assist funding and publishing efforts or just running the crowdfunding site side of it?
@pearl tangle The funding would be by individual players. They can subscribe to a game to receive the latest version.
Kinda of taking the structure of a steam greenlight but having a funding method that's incremental.
Our funding is pretty darn good too - http://onwaypoint.com/calculator
wheres the calculations coming from for that?
i mean on the sales stuff. since you haven't got the platform in place right yet? Hows the game distribution and things happening and how many people are part of your platform so far?
Figures come from how we'd distribute via amazon. The charges you see are based off the transaction for downloads. That cost will come down with the client we're building, so it's more of a diff than a straight download.
And we decided only today to start telling people we're building this. It's day 1 here.
So our first step is to scout out a few launch titles that we think would work well on the platform and work out a deal.
via amazon? They have a digital distribution thing setup for games on there?
Oh we mean storage.
AWS
The funding part is what ties it together - not necessarily trying to compete with Steam etc.
i mean more of actual distribution to people, not how you store them. as in do you have a platform like steam or something
Yeah, that's what we're building.
It
it'll be web-based initially then something more application driven.
so in the same sort of way as earlyninja is doing stuff?
Yeah kinda, except we're not crowd funded.
And it's a little different regarding the escrow stuff.
any plans for what to do once valve add's in a milestone payment system though?
Are they doing that?
Not sure why they'd head in that direction if they're trying to move devs to direct access.
they are eliminating greenlight and doing some different stuff with that. they haven't said anything about changes to early access, but there is not much stopping them from just making a quick tweak and doing early access as a milestone delivery type model too
That's true. But we're not trying to fight steam - we're trying to make it easier to get to steam.
yeah im more thinking that how you survive once the big guy goes "that's a good idea, lets do that!"
That's always possible I suppose. But I doubt we'd be making enough noise for something like that to happen.
Anything is possible I suppose. Oh man, that EarlyNinja thing lol just read Polygon's review of it.
well yeah it's more that somebody like that could make slight changes to do the same thing as you without ever knowing about you but it would make your position in the market very difficult to compete against them
Just finished uploading the 4.15 build
its really buggy and updating it removed some bits
if you wanna try it let me know
its for the HTC Vive
@digital marlin Looking at the waypoint page, I don't see why you waste space showing the same piechart 6 times?
The Early Ninja thing is definitely a healthy warning of how people view a service like this. Also trying to make your own sales channel... Well it ain't easy. Some acquaintances of mine threw millions at a system called Playfield, went out of service after a year
@odd garnet Il give it a test
@vagrant mantle did you test in editor in the open GL 2 mode?
@pearl tangle how to do that?
settings ->preview rendering level ->mobile/html5 ->default mobile/html5
@pearl tangle in html /mobile it's the same as packaged one, what it the solution for this
yeah because thats what it should look like on mobile. If you are developing only for mobile thats the editor view that you should always use. it is looking like your skydome is the issue there
@pearl tangle I tried with the sky dome same issue there
whats the issue? From the picture it looks like the sky is not showing, can't tell what the other problems are
the default skydome probably wont work on mobile anyway unless you enable mobile hdri
or just make your own skydome
@pearl tangle I get some error light map uv over lap is that the problem
that is a problem yes, you need to fix the light map on your models. but thats not the skydome problem, thats due to mobile hdri so either enable that or create a different skydome
that to me looks like compression artifacts on a normal map that also does not happen to be very clean
Folks, does anyone know how to handle this:https://forums.unrealengine.com/showthread.php?138852-How-can-I-offset-same-animation-on-multiple-duplicates-of-an-actor
No one?
Sanity check : in the animation blueprint, debug or print string the values you are getting. I bet they are all the same value?
3:00 in the video
Doing a loop in Update Animation, looking for All Actors of Class seems dubious
You should be asking for your Owner, and getting the values from the Owner instance
Also in general, never do stuff like get All Actors of Class every frame anywhere, it is expensive stuff
Always aim to have a reference variable set once on begin, or get owner
Seems to me now you loop through the All Actors, and the last value it gets is the one that gets set
Any suggestion to make similar menu like this ? I want to just show the menu on the desktop screen and not vr headset
you have to set it to not show on the headset view. You can do different mirror modes for what shows up on the desktop screen but unreal is still not very friendly with that so you will likely need to grab another fork off github
@mighty carbon I think you have a fairly inefficient solution in place for the lean there. As simrak mentioned, definitely don't try and use a find all actors on tick, it's something that should be used very sparingly. A tick event in general you should use only when absolutely necessary because if you have thousands of actors in the scene with a tick event you will get bottlenecked very quickly. It seems like you are running into those problems already since you have the timeline going on each of your individual actors problems can occur. You are better off doing a programatic solution to the leaning which comes from the spline instead of the individual object anyway I would say
@dusk vigil the piechart(s) just display a visual breakdown of each major update is all. We were using it internally and thought we'd share it publicly if people wanted. Playtime is an interesting case study too.
@dusk vigil and Casting To isn't as dubious as getting all actors of class? I can't ask for Owner, because Owner is animated actor that is a child actor of BP actor that slides along the spline (and this actor has timeline that drives blendspace). I did get Actor reference at first and I get error because of trying to access something read-only.
I also changed getting all actors on tick to getting it on init in animation BP
Are you coping a big performance hit?
@pearl tangle from what I've heard Timeline is not expensive (and it's not since it's doesn't even come up on profiling as something that chugs performance)
timeline is updated every tick, so you shouldnt use it too much
and banking (leaning) is done via animation blending where blending value is driven by the timeline.
@full junco so, how else can you advance a value every frame without a tick ?
like I said, I don't get any performance issues from using timelines
timelines are ticked, yes, but they arent really that complex
of course, if you are running a hundred of them at once, it can start to add up
yeah a few arent a problem
but on gearvr anything that should never be a problem can probably easily become one π
again, how do you advance a float value every frame without timeline or tick?
it's just funny when people say "you shouldn't use it", but then don't say (or don't know themselves?) what's the alternative (without using tick) :/
basic math
thats about it
just interpolate the values yourself
but as i said, im pretty sure 10 timelines are faster than a couple Raytraces
what drives interpolation ?
as i said, math
everything works on tick in game engines
no
gamecode needs to advance every frame
ideally, as much as possible is done on some worker threads
and tick only syncs those
lol, worker threads...
I am in BP
and even to have threaded animation running it requires not to use Event Graph
a mutex lock is still slower than a timeline
just use timelines
you can also lower tick rate manually on far objects
maybe set it at 5 per second
instead of every frame
well ideally you dont ever need any locks on the game thread
I think I dont really ever have to lock anything on GT
anyhow, back to the issue at hand. I use init anim node to get my actor and then I pull off float from it on anim update
why does it only grab one actor?
TQueue is lock free @wicked oak , so enqueing stuff for GT and then using that on tick will never lock the GT
sweet
I think idSoftware's engine are so much faster than UE4 or other engines because they used simple solutions. All that stuff you are talking about @full junco sounds like over-engineering.
no, the stuff I talked about is what probably every game in any engine does
guys, VR and RPG maker - lets make it happen
they are faster becouse they are tailored SPECIFICALLY for the game
its what ive said many times
Doom runs great becouse it has a engine made FOR doom
@full junco lol, no, not every engine does it. I've work with almost all idTech engines and gamecode is single threaded. Everything is done on tick (when stuff needs to advance every frame).
it has only the exact things it needs, and its tweaked to get the best performance with Doom design
@wicked oak and with a lot of work you can also tweak UE4s code to be optimal for your specific game
true
Einstein said once: "Everything should be made as simple as possible, but not simpler."
multithreading is far from simple
doing stuff with timelines is
multithreading can also make your things a lot simpler
like, if you would decide between writing some super complex and optimized algorithm because it has to run on the game thread, or you just write some simple and slow algorithm but let it run on some worker thread
dumb question, but with BPs is multithreading determined by the unreal engine automatically?
then writing that simple algorithm and running it on an external thread is way simpler
@digital marlin BPs are always only run on a single thread
the game thread
well, maybe you are genius, @full junco , but every programmer I talked to in the past (ex-ID software folks, some FOSS engine authors, etc.) said multithreading is in no way easy and is a pinnacle of software development.
@mighty carbon well UE4 has a great framework for that already, so using threads in UE4 is simple
and obviously it depends on what you want to run multithreaded
maybe, but probably not in BP
if you want to split a single task over 10 threads and you constantly need to sync stuff that can be quite complex obviously
nothing UE4 related is thread safe
well, that's the idea of threading. Not sending one task on one thread and another one on another and so on.
you need to have stuff that can be calculated "on a black box"
Uobjects aint thread safe, raytracing isnt, timers arent, etc
no spawn, no moving, al that kind of things
BP was created to allow level designers to tweak some behavior in the game without having to ask a programmer
it eliminates overhead, becouse the programmers can still do their hard stuff, and designers can tweak the fluff
or create some simple interactions
yeah
well, yet Robo Recall was made almost entirely in BP
anyhow
so, can someone please help me to resolve this anim issue? I am having brainfart and don't understand why this stuff only picks up one actor (unless it only picks up first actor and rolls with it)
Sorry motor don't know anything about animBPs
yeah I dont know anything about animations
also I'm so very, very tired
π¦
when I print values from actor's BP, I sure get proper different values for each actor
but anim BP only gets stuck on the first actor and its values.
It just seems like anim BP works differently from regular BP
as if any copy of an actor uses the same animBP
right, but why doesn't it pick up values from each instance? why does it only use value from the first actor it gets in the scene ?
even if I use Cast To node, it will still only use value from the first cast to actor
those of you who might be interresting in getting rotation of a mirrored (left) hand fixed, pls upvote this bug: https://issues.unrealengine.com/issue/UE-42619
upvoted !
@eternal inlet do you know much about animation in UE4 and anim BP ?
some yes... what u need?
I have an issue where two copies of the actor play same exact anim, instead of playing its own instance of the anim
I was manipulating timeline and then printing out values from actor's BP - they are different for each of the actors. However, when anim BP pulls float value off the actors, it only gets value from the first actor and uses it for both.
not really sure how to combat it
sec
just watching the video
so basically whatever you do, the lerp alpha seem to be shared?
between the two planes?
isnt it because you do a foreachloop?
i mean each plane blueprint has it's own abp_bomber instance
so you just need to get the owning actor
and fetch the alpha from that
@mighty carbon
yeah
but how ?
forEach loop should work
but doesn't
I tried using Cast To - same story
if you do a foreach loop, it will end up getting the same value for all
get owning actor
cast
how would I do that ?
fetch alpha
well, here is what I tried
I created actor reference variable for that BP actor, added Cast To that BP actor node and fed actor reference var into Object socket
and that didn't work
(or it did, but lerp value was still shared)
doing something similar to this should work
each skeletalmesh has it's own instance of the abp
try printstring the alphas
to verify they're unique
u can also try play and switch to editor and open the debug filter to see values for each instance of the abp
well, even if I get the owner of the anim BP, it won't me my BP Actor
no?
my BP actor has Child Actor component, which is skeletal mesh with anims
this way I can use BP actor with any skeletal mesh - all I have to do is swap Child Actor component
haven't used child actors much, but they should work the same way
and u have set on your skeletal mesh to use the animbp?
yep
i suppose yes
sounds very strange indeed
could try to make a new bp without the child actor, just to make sure it's not because of that
I'll try using skeletal mesh actor directly with this setup you showed me. Might sacrifice modularity of the system so I can move ahead with the project π
thanks
oh wait
maybe u need to cast to your bp
then get the child actor
and then get the alpha?
or is the alpha on the main bp?
the alpha is in main BP
oh ok strange then...
skeletal actor is just that - no code, just model and anim BP
would have to experiment with it myself to help much im affraid
if I have code in skeletal actor I wouldn't be able to select it in the scene and tweak exposed variables
np, I have 3 options (well, now 4 with your casting setup) to explore after work
gl with it man π
this is embarrassing...
Yeah they had a pretty big booth at GDC
Showcasing games on the Vive as well as their Stem trackers
https://imgur.com/a/vjIcz << this is what Sixense is π
Has anyone tried installing plugins to a mod editor before? I'm trying to install SteamVR for robo recall, but it doesn't allow me to build the modules. Googlefu didn't bring anything up on plugins for mod editors
@real needle https://uploadvr.com/robo-recall-vive/
Yeah that's just the mod
For the executable game
Oh second topic on github actually allows you to install mod for editor
Thanks
π
This year at GDC, we invited Rift and Gear VR gamers to check out the latest and greatest titles coming to the Oculus Platform in 2017. Thanks to everyone who was able to attend! Our developer partners loved the chance to get your live feedback, and we were happy to help make those conversations happen.
Wait,you can use plugins with mod versions of the editor?
Cheers, something to look at tomorrow morning...
how many draw calls are you guys generally able to handle on PC @90hz?
@odd garnet I will.
Anyone familiar with Steamworks?
Nah. They're just using kickstarter as advanced preorder system and as early market interest feedback mechanism.
ic
@eternal inlet can't do Try Get Pawn Owner :/ Warning 'BP Drone 1 Spline 1 Follower' does not inherit from 'Pawn' ( K2Node_DynamicCast_0 would always fail).
oh man, isnt motion sickness a bitch
@digital marlin Yep. What gave it to you this time?
Luckily I've never had to experience it again like I did since the first time I tried VR.
DK1, going up and down the stairs in the Villa.
Shanowzer's demo
@eternal inlet ha, it worked, but when I stopped PIE, I got this Error Blueprint Runtime Error: Accessed None trying to read property K2Node_DynamicCast_AsBP_Spline_Follower_Base from function: 'ExecuteUbergraph_ABP_Bomber_A2' from node: Set bankingAnimLerping in graph: EventGraph in object: ABP_Bomber_A2 with description: Accessed None trying to read property K2Node_DynamicCast_AsBP_Spline_Follower_Base
I liked what he was doing, but I was like 'oh, I think this is fine.' then I took off the headset.
Because of the slidey movement?
yeah
Is that demo public? I'd like to try it
Also you can try walking on the spot when sliding around. It seems to help a lot of people (not everyone).
@eternal inlet nm, got it working. Thanks!
@clever sky Sorry zap was at lunch.
Ah, I think it is publicly available but I'd defer to @odd garnet
Aw yeah.
Just got me a little bit of that motion sickness.
Playing robo recall with slidey mod.
slidey?
Yeah, my personal view (for what it's worth) is that it's not a mechanic we can use in VR.
That being said, the way Trickers handled their movement was great.
Tricksta *
@clever sky Still having issues uploading to Steam? Can't help, just wondering.
@flint pasture Got my stuff up, but trying to get a youtube vid up as one of the video trailers
Instead of uploading it directly
@pearl tangle slidey = smooth thumbpad directed locomotion similar to traditional games.
Trickster is ok, but it's really just a decent option based implementation.
i.e. you get teleportation or you get sliding. You also get a sort of dashing.
But yeah controller orientation sliding is better than head oriented sliding every time.
Haha. Well, I'm working on it.
It just takes time! Also know any good C++ unreal devs? π
coz I could use their help.
I think I know enough about the API
C++ devs? Noooope.
Some blokes in here are probably guns at it though.
Haha... yeah, they got their own shit going on!
How is it coming along though?
Finally jumped through the Steam hoops
just waiting for approval on the game
And it's fully Rift and Vive compatible now.
After that, just gotta sit down and figure out how to best restructure and refactor the system for use as a plugin.
Or hire someone to help me along there!
Also improved the functionality from the user feedback.
Now you get 1:1 head to motion control (doesn't cut out at the lowest end). Also you don't have to grind the touchpad to continue movement activation.
It's pretty competent now. Just gotta build a game around it to show it off in a proper game context π
I wonder if it's UE4, Unity or custom engine
I am guessing because it's only 1 character they can put so much details into it
Illusionsoft work with the Unity engine.
They've also got extensive experience working on that sort of thing.
oh
well, with mocap (I am sure her motion is mocap) it looks pretty impressive
I can imagine having such detailed avatar with decent AI using AR glasses
(doesn't have to be hentai thing)
AR killer app 2022!
speaking of - anyone getting that mocap suit?
I mean, just at that level of detail any kind of avatar would be awesome.
@digital marlin Which one?
There was one that came out at GDC - a company is opening it up to devs.
Though it was kinda low - the devs had to be earning less than $750 a year or something to qualify?
At the same time, I think mocap suits will be fairly niche until you get to higher end development... at least when you can do pretty decent mo cap with a 5 tracker setup.
Soon.
Yeah. We have some associates who do some VFX work
And they're starting to take notice of the unreal engine.
Some very bright people in that field. Quite a few from game companies already.
Yeah man. They've got an article up about how ILM used it with the K2SO for the Rogue One movie.
Yeah that was insane. I'd imagine they tricked out the engine in a big way.
But it's interesting to note regardless.
Real time performance and animation through the camera screen
Or something like that? π
I mean James Cameron did that shit back for Avatar 1... so I imagine the industry is just headed that way anyway.
found some sounds in Sonniss GDC bundle: https://www.youtube.com/watch?v=rPcpnxi3yIY
The decision making with something close to the final scene in real time would be pretty amazing compared to the current green screen standard.
π
Yeah, Sonniss bundle is pretty handy.
There's also a pretty great sound starter pack on the marketplace. I think I paid 10 for it on sale.
it maybe is, but I could never find good sounds for any of my projects in them :/
Actually more useful in terms of general sounds than the Sonniss bundle even though it has less total sounds.
(in Sonniss bundles that is)
Sonniss bundle is a bit of a crap shoot... lots of free stuff, but a lot of it quite specific.
As opposed to more useful general UI/ambient/typical sounds
I needed some ancient stone door sounds - could never find them in any of the bundles or packs. Needed sci-fi engine sounds - nothing there either. Going to have to get those made to order π¦
well, gotta buy stones π Might as well just pay for sounds to be made π
cya
later zap
why look for sounds just on the marketplace @mighty carbon there are plenty of audio libraries unrelated to unreal that you can buy effects from
Or hire Michael Winslow.
@pearl tangle I didn't get those effects from the Marketplace
also, couldn't find stone doors anywhere
can you recommend any decent sites with good sound fx ?
sound bible also has a decent selection of free 1s
http://www.sonniss.com/ they also have some awesome sounds too
thanks
a lot of those will have plenty of good free sounds on there that you can grab
you should play around with adobe audition too and you can modify the sounds to add variations on them so just screw around with the levels a bit and then you have like high,medium,low pitched versions with some slight differences in there and when you setup your sound cue to play you just put a random node in there
I use Audacity and FMOD
soundsnap seems to be pretty cool. Already found what I needed for stone doors
just tried it in Gear VR - unfreaking believable π
gotta tweak sound volume and drone size, but it looks sooooo cool π±
that's why I love VR - simple things like that make me jump around like a little kid, just like I did back in 1995-1996 when I first played Doom π
I take it that u fixed ur anim issue? What was wrong?
I haven't touched fmod in a while. Have you tried the new audio engine in 4.15 at all? Seems to be quite interesting
@eternal inlet https://www.youtube.com/watch?v=FHBqbeecLG8
you should grab the mono panoramic exporter and spit out some 360 videos to youtube
@pearl tangle 4.16 will have Android and Gear VR support (hopefully)
I will, once I have stuff working to the point I feel it's presentable π
I can't hear the ships in that video?
which video ? The one I linked to @eternal inlet ?
What was wrong with it?
There is no sound for ships. It's an old video (but it shows how I fixed my anim BP issues)
casting was wrong
I just made it simpler - cast from actor's BP to anim BP. It allowed me to get a rid of code in Even Graph in anim BP and have it running on another thread
I have no performance drop at all on Gear VR
you were wanting to do hundreds of ships at once though right?
lol, no
just 2 for that time frame
the issue was that I couldn't alter anim - no matter what I did both drones used same anim instance
https://www.youtube.com/watch?v=S_wtvuyZi08&feature=youtu.be this is pretty much what you wanted it to do right?
yes, but that was working fine (following paths)
banking (tiling) anim blending was the issue
each drone played it exactly same way
I couldn't randomize it between the two
now I can
yeah but thats what im saying, wouldn't it be better to do it programattically rather than with an anim blueprint?
no, because what if I want to add more anims than just simple bank/tilt ?
plus I need to learn animation system anyway
so, killed 2 birds with 1 stone π
i get the learning side of it sure, but if you have automatic banking and tilting in place you can rig up whatever other animations you want based on different details. either option works I guess, just using the animation for the leaning is not something I have seen done
im not sure if anybody has managed to get doppler effect working with audio in unreal at the moment either which would make the ships sound really good
well, even Oculus doesn't have doppler effect in its Audio SDK :/
(but FMOD might have it)
anyhow, I am out
ttyl
fmod has doppler stuff built in but it doesn't integrate well yet
4.16 will have doppler effect as fas as i could hear, no? Or was it maybe another steam-something plugin that was demoed recently
Hey guys, I'm trying to Launch Robo Recall modkit with steamVR (already installed Revive) but when I launch the .uproject file I get this error :
@sturdy coral insights ?!
looks like your revive isn't firing off properly
try roborevive?
@pearl tangle Thanks Man ! got it working now π
π cool let us know how it goes. Have they got rid of the 180 only side of it with that mod too?
sure .. . I've heard there's a 360 mod somewhere
haven't tried it yet
for now I'm struggling to load the 1st mission , needs crazy amount of RAM to load through editor
how much ram do you have?
16
I finally went to the first mission, I'm getting 45 fps when I grab my gun
with a gtx 1070
don't know if it's normal
probably about right on the vive if you haven't lowered the graphics settings
ah ok, will try lower ones ... but generally I loved the Design , specially UI
@dusky moon Don't think you can get the .robo packaged mods running through the editor...
Also, you can AFAIK only access the tutorial mission from the editor.
Basically, you gotta buy the game if you want full access.
Or get a Rift + Touch
Thats fine, I'm already satisfied with the first level! BTW wondering if the assets are royalty free or not ?!
Mod use only.
Robo Recall code and assets are for use with robo recall only.
Is what I was curtly told by Epic lawyers when I asked on Answerhub π
Paragon is not tied up with Oculus and yet you can't use Paragon's assets
Same goes for UT
paragon, or as I call it, First to pick Khalliera.
Que?
i just went back to Paragon after a couple of months break and it was still a khalliera shitfest. That char is so OP it needs nerfing but they haven't yet.
I mean, blaming Oculus for Robo Recall assets being under restrictive license is nonsense
that was my point
unreal tournament assets are UT only
same as the other stuff
only the stuff from the Learn tab is actually valid to use in your project
that doesnt forbide you for reimplementing something, like i did with the weapon trails in robo recall
i got it and reimplemented the same concept adapted to my game
its something i didnt think of, but its fucking brilliant
@wicked oak just a tad up the page there is convo of @clever sky and @dusky moon where one says Epic lawyers said Robo Recall content is for Robo Recall only and another one responds that it's no wonder it's tied up to Oculus. Which is nonsense, because it has nothing to do with Oculus.
its tied to Epic games, who made the game
Vivers will hate Oculus for everything.. Sounds a bit like misguided feminism π
inspiration and reimplementation is fine - just don't look at the code while you're doing so - is the official line lawyers use for copyright protection.
That is of non-patented ideas.
Of patented ideas, best not to touch lest you got deep pockets and good lawyers.
Or you've paid the licensing fees.
/facepalm
facepal. hahah.
everyone hates oculus
first becouse Facebook, and then becouse Palmer pro-trump trolling
"trolling"
its spectacular the amount of hate towards oculus in gaming forums and reddit
I think peeps starting to come around. Oculus had a pretty great week.
every single oculus thread in r/games has the top comment being Oculus hate
just sold business for $500m, trump is a populist conservative with obvious incentives to employ aggressive tax cuts
didnt palmer spent only like 10k dollars?
Keep palmer buried, keep making stuff cheaper... they'll get there.
its proportionoally less than you giving 1 dollar to a poor person on the street
it was also a target of the media, who made it ridiculously overblown
like with any half-famous people who was pro-trump
But the main reason Oculus cops flack really isn't Palmer - although he's just the poop cherry on top of the shit sundae.
i think palmer was a patsy
but he made a bunch of money so i'll not spend much time feeling sorry for him π
It's simply because they're using a strategy that runs contrary to the sort of trends that tech informed people like to see.
And right now, VR users are drawn largely from the tech informed crowd.
And that they're owned by facebook... which similarly pisses off tech users.
oculus knew that what they had was vapid. what they did have though was a huge "omg vr is happening and oculus are the people to do it" introduction by carmack. at the same quakecon he described how he ran out of "pocket money" for armadillo aerospace π
i have a feeling it was pretty well planned behind the scenes and that palmers influence was minimal. he was just some guy that they could offload r&d on to
Yeah... it's difficult to know what the truth was from all the smoke and mirrors.
All we can say is that the original founders of Oculus made out like bandits.
Except for the one dead guy. Poor guy D:
Andrew Reisse.
i'm sure his family did well in his place
i mean as a co-founder he'd have had a fair stake
not that it's much of a consolation to being alive
Heh π I don't think he needs to worry about consolations anymore.
make enough money to put the dude than ran him over in VR for the rest of forever!
you should go into politics, not in tech π
Why do you say that?
I never cared about who bought who and who runs things. If it works, if it's affordable - I am on board. I don't care whether it's facebook, Palmer, Trump, FOSS or not.
Haha... ok. Well, having awareness of these sorts of things doesn't really make someone a 'politician' per se π
I'm just more abreast of the business side and sentiments in the marketspace.
oh, I am aware. I just don't go around and hate on products because of people/companies behind it.
Where's the new Game Of Thrones book, George RR Martin? Making us wait this long is TORTURE. SHAME SHAME SHAME ON YOU. WRITE FASTER.
Am I hating on anyone?
i dont hate oculus, i just dislike their ethics
same thing
nothing that they did is illegal or anything. well except that time they broke the law by giving away nda'ed research. but other than that it's more a question of all the other little corporate ethic things
well, NDA breach is Palmer's fault
on the other hand, if a company you signed NDA with trying to choke life out of next big thing, some measures are required to not let that happen
I think it was the right thing to do (I don't know if anything else could be done at that point)
Maybe Carmack should have quit ID first, and then work on VR
those are the opinions of people employed at oculus and facebook
those are opinions of me, real person living in a real world
vr was gunna happen, they broke and an nda to get a jump on the competition. they made lots of money out of it
sometimes you have to do what you have to do
If there's a bright spot to the Zenimax vs Oculus feud, it's that it's probably a big factor in Bethesda releasing Fallout 4 and Doom for the Vive.
Wonder if that means they're going to lock out Rift users like Google Earth did though.
that helps nobody
Well, it helps Zenimax get their revenge on Oculus π
revenge already happened. 2 vives to 1 rift atm
they were first
That's not revenge. That's just better tech winning out.
Better tracking and motion controllers for 7+ months.
wich honestly was kind of "meh"
its better tracking
it has wireless tracking, that's all
and it happened much sooner than oculus alternative
Haha. Motorsep can't face the music π
not better with 1.12 patch out
Vive had better tech for most of last year.
people on r/oculus are still complaining about issues after 1.12
And Rift has only really caught up very recently in the tracking department.
And even then, not completely!
yup
the only issue i've heard about vive tracking is from people with large mirrors in their playroom
i use oculus for dev as its better there, but lighthouse is superior
@wicked oak do you have tracking issues with 1.12 ?
Don't get me wrong. Rift has some good stuff.
in fact i developed my game on 1 camera
For me.
just becouse i could
Nice.
its for that reason that the game runs well on PSVR
i knew i wanted to port it at some point
so designed it with low movement in mind
Ah ok. That's not a bad trick TBH.
you can play it 360 no issue
and roomscale
it will work well
but its designed to be fully playable SEATED
Yeah... you can use my stuff seated as well π
Yay for VR accessibility!
But it's best with full room scale.
it sure is
room scale... pfff
Also motorsep, Vive will be getting Vive tracking pucks soon. Should be a nice tech bonus on top of the wireless.
for whom?
For users that want the best experience.
And are willing to spend.
Full body tracking will be a possibility with Vive games in this year.
(for developers that are willing to make the effort to implement it like Cloudhead games).
$800 for Vive, $100 for new headstrap, $300 for wireless, $100 per puck and on top of that you need powerful PC.. So for enterprise, yeah, it's fun. For mass market it's a no-go.
I wouldn't say that the VR market is completely mass market yet.
I think if anything it looks like a kind of tiering seperation at the 'high end'.
the thing is hardware adoption isn't the problem right now
it's int he hands of developers at prices developers can afford
PSVR = low high end, Rift = mid high end and Vive = high high end.
the software market needs to mature on its own
throwing money at it will just cause people who expect VR to be amazing at this very second to have their expectations not met
And... Vive kinda succeeded last year off the back of been 'high end' (thanks to room scale and motion controllers).
Also, a lot of people will have their first exposure to VR via Vive tech in arcades and other out of home entertainment solutions.
Indeed, that's how most chinese are getting exposure to VR right now.
rift is higher end than the vive
on everything but the tracking
its also cheaper now
Tracking is important for VR though.
And also, Rift seems to be irrelevant in the chinese market π
You should tap that market.
japanese market is 99% PSVR
Yeah.
they buy ALL THE STOCK
instantly
they love their lewds
and japanese dont have gaming pcs
They've got different software distribution model there.
And yes, business owners do pay for stuff.
so, I don't see how you can make money with software in china, unless you work with Chinese company that runs VR arcades
DWVR sales data
Most chinese consumers access software through businesses like net cafes.
asia is basically all china
its also on lots of pirated sites
damn chinese they pirate EVERYTHING
Yeah, their consumers don't give a shit π
But you're targeting the business market if you choose to go there.
you have to deal with some Chinese company
I don't want to go to China π
Get the services of a good point person. They have people that act on your behalf.
I think my market is US/EU
i thought at last years dev days they said that asia was their fastest growing market though
steam has had 10 years of adoption and word of mouth to become popular in europe/america π
i know china is reknowned for it's piracy issues
but then wasn't pc gaming as a whole back when steam first released?
now it's thriving!
not as bad as in china
i don't doubt it, but i think there's some truth to the whole "piracy is the result of a service problem, not just inherent nature" or whatever gabe is often quoted for saying
Well. It's cost benefit. I think Steam and modern DRM/publishing has gotten things to a point where the average user can make a cost benefit analysis and decide that, there's less pain in buying than pirating.
it is
still need to work through Chinese company to get that working too
thats exactly how it goes
They can't gamble for real money... but they still need to scratch that itch psychologically!
with a good enough service, people will pay for it
if paying for it its annoying, they will just pirate it
or if they didnt had the money to start
thats why Steam has grown massively on east europe
they slash their prices a lot there
so that they can buy it
and turns out, the russians do buy it
Anyway... a lot of western users like to get in on day-0, and if it takes a week+ to crack, most will just buy it.
Plus the gaming crowd has grown up and have real jobs now... so a combination of those factors have helped piracy to recede significantly in the west.
For non day-0 stuff, there's a lot of price sensitivity.
the rrrrrussians... lol
cyka blatt
sounds like a tribe from RAGE π
that's all they were saying when attacking player
a goddamn plague in online games
chinese ?
russians
and not in a omg the russians are evil way
just from countries where they don't speak much english
so you end up with a huge language barrier in online games when they don't split regions properly
nah, its the culture they have
yeah, that sucks.. You'd think folks who play games would at least know some English
why do you think anything russian related is one hell of a red flag
there is nothing more shady than a .ru link
lol
well, a .cn is also hella shady
meh, the people i'm complaining about probably know more english than i know russian
i guess its due to the URSS stuff
they know english
itsthat they actively ignore the others
what about their culture though ? (when playing online games that is)
but europe is a bit of a clusterfuck language wise. english is the commonground for a lot of games
even if we dont know much
but we dont shout to random people over internet in spanish
efefefef
as somebody that's played on private wow servers i guess all i feel for russians is sympathy
they seem to hate everything
and judging by the news they live in a pretty dangerous part of the world as far as western nations go
be a good comrade or get ostracized/beat up
lol
but yeah, I noticed that russians want games to look like Crysis 3 or better, have a solid story that fits realities of this world, have like 100 hours play time and pay next to nothing for it. If a game doesn't fit those requirements, it's automatically unworthy product π¦
oh and they dismiss VR entirely (like 99% of people who know about it don't care for it)
tbh - I ask myself that question all the time π
I just don't understand why
I had decent sales of my game on Steam in Russia
(the price was significantly lower than western price)
but that was in 2011.. It seems like things have changed a lot
vr is dismissed becouse its too expensive for them
nope
wich is also why they LOOOOVe f2p
that's not it
while, yes, it's pricey, that's not the reason they dismiss it
I was talking yesterday to another indie dev (USA) who dismisses VR entirely. Like, how can you play in VR without keyboard and mouse ?! The argument was that gamers used to certain control schemes in different game genres and they won't give it up for natural controls using hands (motion controllers).
Which is absurd as it's much cooler and natural to hold VR gun in your hand, literally, than use mouse or gamepad
that is ridiculous. mouse control is 2 dimensional
don't tell me that π
I mean, after using Gear VR I don't even want to play regular PC games
just being in VR is so awesome (assuming experiences are made okay)
I've put a few non-gamers through VR so far.
Yeah, they're all like - wow jesus, so this is where the future is headed.
There's no weird gamer griping - bububu this isn't better than KB&M.
I did the VR World expo in London with our game and ran a couple of hundred people through VR, maybe 50% were for the first time and it blew them away or made them sick. Everyone agrees after that first time that it's amazing. Even without the practical applications, it inspires development of the future and that is a positive for humanity
yeah, I am 100% on board. But there are some poisonous people among devs that will find an argument against it
it's just annoying
vr just needs time
i don't think it will replace everything we do today like some people who think vr excited people believe
but it's got a lot of interesting applications that justify the consideration of a new medium
Ahh. The joyful sound of Vive Base Stations, zurring in my ears while coding.
I really need a Bluetooth thing to make them sleep when I don't need them
Sick of unplugging them
ah so they do make noise still
The HMD has Bluetooth built in, the sleep thing works fine for me
They stop like 5 minutes after I exit SteamVR usually
Whaaat
For me they don't
Only thing that works is unpluggin the B one
Then the C one will go to bed, crying that his friend is gone
I think you have to enable it in the options, I did it a while ago and it's always worked
hey guys! anyone know if its possible to use sequencer to record Motion Controller trigger input stuff? We are triggering particles with the motion controller, and it doesnt seem to want to record
@neon egret yeah, that would be an awesome feature to integrate in to the editor. the ability to only load steam vr on demand
Well yes, though I am using it right now. I just want the base stations to stfu
https://forums.unrealengine.com/showthread.php?134230-WIP-Merged-Build-VXGI-Flex-on-UE-4-14-3-next-step-Hairworks&p=652306&viewfull=1#post652306 << they are aiming at updating it for 4.15
The Editor itself is no VR application, so they should just sleep
Great.. clicked on "Create new c++ class" in the editor -> crash
and i can understand leaving them warmed up in case you're jumping back and forth
but i should be able to close it without having to restart the editor π
Afaik they only need a few seconds to boot up and find each other
That's the time I need to put on the vive anyway
yeah
even more if i forgot to set the audio to the headset! π
i should probably try the autoswitching feature again, kept putting audio back to my monitor instead of my soundcard though
maybe they fixed it
btw, Constellation will allow for full body tracking without any pucks
that's the reason they went with cameras vs something like Lighthouse
@prime iris Between VR and AR, the two branches have the future of computing sealed up IMO.
eventually they'll do full scene reconstruction, so you can communicate with other users as if you have them in the VR world
Like... why would you restrict yourself to physical displays when you can have floating displays?
so in a long run Oculus is after something else and better than Vive
@clever sky we're already in VR, you're a fledgling ai learning to think
when you die you'll be sent to a korean tv production line
to tighten screws
... that was a weird comment π
weird but scarily possible!
Anyone successfully recorded VR input in sequencer?
Haha... well, I've pondered on the VR as reality issue long and hard... and ultimately it boils down to a few things; do we have the ability to escape the simulation? Is the simulation consistent or arbitrary?
If it's consistent and we can't escape, there's no functional difference from any other universe in that we're fundamentally bound by the substrate in which we exist.
does it matter if we're in a simulation or not?
i think i'd prefer to be in a simulation, at least in that sense there is a plausible possiblility of there being some kind of "afterlife"
well, as soon as you need to go restroom and you do it in simulation, you will instantly know what's real and what is simulation π
but probably still just "delete MrBushido; MrBushido = nullptr;"
RIP
I like to think that life is a game and that we're trying to get the high score too sometimes. Like that Rick and Morty episode π
Except everyone plays me and the rest of you are part of the script!
That's exactly the kinda thing a clever script would say!
so is that
end of Zaptruder's life
exit game
"You broke the fourth wall 1,242 times!"
Hehehe.
me and my friends have this inside joke where whenever one of us fucks up or goes backwards in life, we call them a carpetstore motherfucker
or we post a picture of a carpet store on their facebook wall
or we put a job posting for a carpet store
hehe
Seriously though... your best bet is to live life without thoughts of the afterlife. Just live life in a way that matters to you while you're alive!
totes
good to keep a small part of you remember impermanence so you dont get caught up in boring cycles...
have u read the alchemist?
dude was teaching this little kid about life...
and he had him walk around with a spoon filled with oil, down and up this huge hill..
when the kid got back most of the oil was there, but he asked him what he saw...
the kid didnt see shit
so he siad, dude, go again but this time tell me what u see when u get back
then he made it back with all these stories of what he saw, but when he looked at the spoon, it was empty
old man said 'life is about seeing all the great sights and enjoying all the great things, but never forgetting to keep the spoon full'
@rare violet not familiar with the alchemist.
The Alchemist (Portuguese: O Alquimista) is a novel by Brazilian author Paulo Coelho which was first published in 1988. Originally written in Portuguese, it has been translated into at least 69 languages as of December 2016. An allegorical novel, The Alchemist follows a young Andalusian shepherd in his journey to Egypt, after having a recurring dream of finding treasure there.
The book is an international bestseller. According to AFP, it has sold more than 150 million copies in 70 different languages, becom...
ive read it like 10 times over the nyears...each time i end it crying and happy and excited about life
Nice.
the author has like 10 books all of which are amazing and about life without seeming like it
Might have to give it a read some time!
honestly, the audiobook is simple for a nice 4 hour drive, and is on youtube
I was actually writing a book before diving into VR development π
i read it to my 9 year old now
hehe, nice, my son and I are writting a book too! im letting him tell the story and i just make it well written
haha that last sentence shouldnt be an indicator of my writing skills tho
what was yours about?
But you know... when you're writing a book about the long view of VR, it's difficult to not want to discuss some of the existential issues that will arise π
'The future of VR' (not the title).
i feel like vr is definitely a stepping stone to human understanding of the human experience
Essentially the gist is that VR is one of the most important future techs of this century.
Alongside AI and renewable energy.
once we pass the uncanny valley and everyone has seen a fully immersive simulation that is as real as life, the world will not be sure if we are in a simulation or not
i agree with all those statements..
tho the AI bit.
..
Well... I think we'll probably purposefully keep the VR stuff delineated in design from reality.
ive been going to biohacking conferences and transofrmative technology conferences, and it seems (luckily in my view) that they are a long way from any true AI
i.e. we're not going to do an immersive real life simulator that fools people into thinking that that's their life π
even if they dont think its their life...they will see a simulation that is as real as life
Hmmm, I think the AI stuff will generally happen faster than we expect.
and itll put a thought in minds who've never thought it before
Yeah, VR will definetly get to the 'fools our senses completely' point.
true AI still needs some time
i like to think that if AI was all smart it would understand humans and emotions and it would play nicely
it will truly disrupt humanity once it happens
Well, what is 'true AI'?
the Singularity
actually intelligent
Are we talking about a complete system with self motivation?
pretty much god-in-a-box
the thing is, artificial intelligence and sentience are two different things
Because that's not really necessary for incredibly useful AI.
As we're already seeing.
there might be a machine that is programmed to tell u that its AI, but for it to truely be sentient and intelligent is another thing
the only movie i know that gets close to the Singularity concept is that one with jhonny depp
yea i think AI is a term that shouldnt be used just yet..
The ability to decompose natural language into complex tasks that are machine executable is something that is happening with significant rapidity.
more like 'extremely advanced machines'
a ridiculously powerful AI
And it's already proving to be quite disruptive in many arenas!
because what is sentience?
that we dont know
I think setting the bar at those sorts of extremes means you end up missing a lot of the real impact AI is going to have on this world.
wich is why we cant do AI
according to google:
Sentience is the capacity to feel, perceive, or experience subjectively. Eighteenth-century philosophers used the concept to distinguish the ability to think (reason) from the ability to feel (sentience).
but we are doing lots of cool shit with neural networks
neural networks are called like that for a reason
a human brain is that, but with chemistry
and really complicated
I like that movie with Johnny Depp about AI
The main difference between the human brain and current NN other than their physical composition... is that the brain needs self supporting motivation systems and are difficult for external systems to interface with.
not a very good movie at all, but its entertaining
plus we have no idea if we understand the brain fully
we dont
there has always been huge breakthrus in science that make people "think" we understand something..
like atoms..
then neutrinos
etc..
there is always a level deeper
have u ever eaten a shitload of acid?
it seems like the universe is a fractal
which by its very nature always goes further
tho i could just be a high old hippie
Haha π
Microdose VR combines art, music and dance into a real-time virtual reality gaming experience, defining a new medium never before possible.
check out what we're working on
hehe
Well, I prefer to coopt hippie language and apply a more scientific spin on it π
agree'd
words like spirituality and soul. That stuff can be applied to modern scientific thinking!
i coopted the word hippie to mean a human in touch with their deeper levels who is kind and explores the world in ways others dont
Spirituatlity = desire for broader connectedness.
totally
Soul = core personality traits and essence that is stable across time and situations.
hehe, i was thinking maybe the OM symbol that everyone sees when u take ayahuasca or mad mushrooms is actually the logo of the company who made this simulation
but we deify it
What's it look like?
I don't take drugs... I just sound like a person that does sometimes. π
Ah ok. Never seen it. Pretty cool tho.
i havent taken any sacred sacraments for years myself, but i see the value in certain people taking them
people stuck in bad habbitual patterns and mindsets can see their issues deeply and overcome them with a little effort
sometimes its hard to do it without help
'sacred sacrements'. Love it. haha.
and psychedelics often give that help they need
Better euphemism than seperating these sorts of things into illegal drugs and legal drugs anyway!
i think religion is bullshit becouse it works on a weak part of the human psiche, religions work by the concept of "faith" wich is believen in something that you cant prove, wich is bullshit at its roots
i was a shitty narsassitic self centered asshole (due to my environment growing up) and one too many hits of whatever often showed me the ways to break free of it
thats why deep meditation or psychedelic peaks help change faith to understanding
peeks*
@wicked oak The nature of faith is simply: 'Belief independent of evidence and reason.'
religion has long been a way for small groups to control larger ignorant ones
if you want to do that personally, ok, but instituonal religion is ridiculously dangerous
and that has been proven over and over again
i.e. it's belief where you might seek evidence and reason to back it up... but ultimately, you don't need it!
It's a terrible thing to uphold as a virtue. "Hey guys, just believe, because you know, that's 'good'!"
big religions are tools of power
the mayan priests knew the cycles of eclipses, and they knew it was the moon going between the earth and sun, but he would tell everyone it was a dark demon coming in a few days, and if they didnt listen to him he wouldnt appease the demon...then the eclispe would happen, and they would believe him and do whatever he said, and sure enough the priest would wave his hands and the demon (moon) would let the sun come back
government is the new world religon
it so happens that all these have the "breed as much as possible" part on their religion
govern (to control/reign in) mente (the mind)
and they want to take control over children to brainwash them
yup!
to then get more loyals
Well, it's what's made them effective propagators.
payers*
Your system of thinking can't really outlast and outsurvive if you don't have an exhortation to multiply.
Especially when information flow is slow - either because physical communication is difficult, or in our age, because the noise to signal ratio is high.
russians found it
you cant control the narrative on the internet
but you can put so much fake shit that everyone cant know what is true
But you can muddle the fuck out of it.
And then use standard demagougery tactics to get people to buy into their biases.
we are just more convinced of it because it was taylor made for our culture
i really like game dev's...hehe, we all seem to have spent so long learning and studying that the world starts to make more sense
not like talking to a cop or a politician
I mean, we're sitting here talking about it, like we're above it... but reality is we're not. I look at the news and just go... it's really difficult to tell what's real or bullshit anymore D:
I don't have that much time to care! Just hope the world sorts its shit out while I concentrate on my own.
so, how is this all related to VR ? π
Yeah, it's totally OT! hahaha.
I'm sure some angry face man will come along and tell us off.
totally...i try to raise my son to see the beauty in the world and question everything so eh has a chance to bring more beauty and happines to other
s
we are potentially in a VR simulation so everything could theoretically be about VR
are you going to give your son some LSD ? you know, to see world in vivid colors and incredible depth π
naw thats just silly...when he's a grown man and if he needs it perhaps...but i try to fill him up with all the best organic healthy foods so he can live long and prosper
sounds like a plan
hoping that we can all raise kids to treat this world and eachother better so when im an old man im not in some home watching the world fall apart
and so their kids kids kids kids can enjoy a nice walk thru the forest
probably can escape to Mars by then
instead of having to do it in VR
hehe
then destroy that planet
dangit, all i wanted to know was how to record particle emmitters in sequencer π
well, VR isn't just to be used to walk in Earthly forest, but to walk in Martian forest too! π
now i wanna quit my job and wander the world figuring out if we're real
hehe
you guys are great! good way to start my monday, or tuesday or wahtever day it is
Haha π well it's the end of my day here, so catch you around some other time!
have a good one everyone!
Also, @mighty carbon Our discussion relates to the broader sense of VR. i.e. How much of our reality is 'real' and how much is 'virtual'?
spoiler from my book: 'much more of it is virtual than one intuitively realizes.'
e.g. colors aren't a thing that physically exist!
EM spectrum exists, but the perception of colors are entirely mediated through the individual.
does anything physically exist? or do our eyes make us believe wave's actually are solid?
hehe lets not start up again!
gotta get work done too
Yeah true π
here is more practical question - how would you utilize Sequencer for VR projects ? (what are the use cases for it)
you use it as normal, but without the camera cuts
that way it plays a cinematic while you retain control
well, currently we have an animation creation platform, that uses particle effects on motion controllers to create art...we've been commissioned to produce some giant fulldome animations for a huge festival, but I cannot get the particles to record in sequencer, thinking because we spawn them when the character is created on beginplay
like in half life 2, where a cinematic happens and you look around
not trying to sequence for VR, but i want to make 2d output after I record using motioncontrollers
seems like the emitters are red in sequencer and says the thing for this track are missing
save it yourself
on Tick, store the location in an array
then play it back
you can store it every 3-4 frames and interpolate
hrmm, interesting idea
heres the thing...we have a very developed system for changing emitters and pressure and velocity and audio reactivity that is built int already
i cant seem to find the spawnable option in here that forum posts talk about
may be deprecated..
well, what if I need to make things like starship landing, then taking off - why not simply to kick-off animation BP on trigger ? How Sequencer would make it better ?
sequener i think is for making sequences
not necc controlling animations
i gotta run for a bit, thanks for any input...