1 0:00:00.000 --> 0:00:04.600 Okay, welcome to Prime Time, it is 4pm, so we're going to go ahead and get started. 2 0:00:04.600 --> 0:00:09.120 Please drop your questions in the Office Hours text channel if you have questions, and I'll 3 0:00:09.120 --> 0:00:10.920 get to them as soon as I can. 4 0:00:10.920 --> 0:00:15.240 There are no questions waiting, so whilst we're waiting for that, I do want to promote 5 0:00:15.240 --> 0:00:18.080 the newly created-from-myself myths page. 6 0:00:18.080 --> 0:00:22.720 We're a little bit agitated by just myths in the community. 7 0:00:22.720 --> 0:00:28.080 It's kind of natural right now due to the situations at play, but hey, that's a Tico 8 0:00:28.080 --> 0:00:29.080 link. 9 0:00:29.080 --> 0:00:33.160 It's a natural link, I copied it from my Twitter, that's why it's a Tico link, give me a second, 10 0:00:33.160 --> 0:00:34.160 there we go. 11 0:00:34.160 --> 0:00:35.160 My myths page. 12 0:00:35.160 --> 0:00:38.680 Those of you who drop in, if you have any questions, drop them into the Office Hours 13 0:00:38.680 --> 0:00:44.800 text channel, it's two slots above this one in the channel list, I'll just hang out and 14 0:00:44.800 --> 0:00:47.360 we'll wait for any questions that make, if at all. 15 0:00:47.360 --> 0:00:48.360 Please ask questions. 16 0:00:48.360 --> 0:00:52.680 In case we have a question from Drace, which is why are you so amazing, the answer to that 17 0:00:52.680 --> 0:00:58.960 one is that is an opinion, which you are welcome to have, there is no way to justify an opinion. 18 0:00:58.960 --> 0:00:59.960 It's your opinion. 19 0:00:59.960 --> 0:01:03.720 For those new folks dropping in, drop questions in Office Hours and we'll get to them as soon 20 0:01:03.720 --> 0:01:08.480 as we can, otherwise just sit back, relax, and listen to the uncomfortable silence that 21 0:01:08.480 --> 0:01:10.560 exists in this room when there are no questions. 22 0:01:10.560 --> 0:01:14.920 For those dropping in, drop questions in Office Hours, the text channel, it's two slots above 23 0:01:14.920 --> 0:01:18.280 this one that you clicked, and we'll get to them as soon as we can, there are still no 24 0:01:18.280 --> 0:01:19.680 questions. 25 0:01:19.680 --> 0:01:23.760 So the uncomfortable silence will be increased to level 11. 26 0:01:23.760 --> 0:01:26.920 We have a good question from SnakeFinnis who asks what is this? 27 0:01:26.920 --> 0:01:31.240 So this is the Office Hours or AMA for Primetime, which is myself. 28 0:01:31.240 --> 0:01:36.160 I'm in charge of sort of many things, but most importantly documentation and tutorials 29 0:01:36.160 --> 0:01:40.560 here at Neos, so if you have questions on those lines, let me know. 30 0:01:40.560 --> 0:01:45.000 If you have questions just for the Neos team generally, ask them, I'll be able to sort 31 0:01:45.000 --> 0:01:48.360 of either answer them or redirect you to the appropriate place. 32 0:01:48.360 --> 0:01:51.800 Whatever you want to ask, you can go ahead and ask, just drop it in the Office Hours 33 0:01:51.800 --> 0:01:52.800 channel. 34 0:01:52.800 --> 0:01:57.200 That's a good question, says are there any guidelines for formatting Neos Wiki pages? 35 0:01:57.200 --> 0:01:58.200 The answer is yes. 36 0:01:58.200 --> 0:02:03.360 On the sidebar of the Neos Wiki, there is a button called contributing to the Wiki, 37 0:02:03.360 --> 0:02:07.280 which leads to a page which talks about the formatting and guidance for how to contribute 38 0:02:07.280 --> 0:02:08.280 to the Wiki. 39 0:02:08.280 --> 0:02:09.280 Good. 40 0:02:09.280 --> 0:02:10.280 We have some questions. 41 0:02:10.280 --> 0:02:14.480 So from Trace, we say how are you doing yourself on this fine day? 42 0:02:14.480 --> 0:02:15.480 I'm good. 43 0:02:15.480 --> 0:02:16.480 I saw a bird. 44 0:02:16.480 --> 0:02:18.880 I thought it was yesterday, but I guess I'm going to talk about it. 45 0:02:18.880 --> 0:02:25.040 Yeah, I've got a balcony here in my apartment, and a bird landed on the chair outside here 46 0:02:25.040 --> 0:02:28.360 and looked at me grumpily and then ruffled his feathers and flew away. 47 0:02:28.360 --> 0:02:30.140 That was cool. 48 0:02:30.140 --> 0:02:33.000 So where does the money from Patreon go to? 49 0:02:33.000 --> 0:02:37.760 So the money from Patreon goes into an account, and then that account is used to pay for various 50 0:02:37.760 --> 0:02:38.760 things. 51 0:02:38.760 --> 0:02:44.120 Right now that would be the cloud bill that we have, so we have cloud services. 52 0:02:44.120 --> 0:02:48.920 Those do require money, and any other sort of technical stuff like that. 53 0:02:48.920 --> 0:02:52.160 So I presume we'd have to renew our domain periodically. 54 0:02:52.160 --> 0:02:54.000 So Neos.com is searching needs renewing. 55 0:02:54.000 --> 0:02:55.000 That will get paid for. 56 0:02:55.000 --> 0:02:57.600 Other than that, I don't actually know. 57 0:02:57.600 --> 0:02:59.320 I'd love for us to get to pie chart. 58 0:02:59.320 --> 0:03:00.320 Pie chart would be great. 59 0:03:00.320 --> 0:03:03.060 It would be like I'm making up these percentages. 60 0:03:03.060 --> 0:03:04.880 These are not the correct percentages. 61 0:03:04.880 --> 0:03:07.320 I'm just making them up for conversation. 62 0:03:07.320 --> 0:03:10.960 Let's say 10% goes to service costs. 63 0:03:10.960 --> 0:03:16.880 2% goes to, I don't know, the administrative costs, like whatever domain renewal, I don't 64 0:03:16.880 --> 0:03:17.880 know. 65 0:03:17.880 --> 0:03:18.880 Just like stuff like that. 66 0:03:18.880 --> 0:03:25.320 It would be like two thirds goes to salaries or whatever, and it would be like 1% goes 67 0:03:25.320 --> 0:03:26.320 to cheese. 68 0:03:26.320 --> 0:03:29.800 You know, like a pie chart that shows exactly where the money was going would be like amazing. 69 0:03:29.800 --> 0:03:33.680 You'd be able to apply that pie chart to your individual contribution. 70 0:03:33.680 --> 0:03:37.320 Let's say, for example, you contributed $100 a month, then you'd be able to do that quite 71 0:03:37.320 --> 0:03:38.320 easily. 72 0:03:38.320 --> 0:03:43.120 You'd be able to be like, ah, 1%, that's $1, goes towards prime's cheese collection. 73 0:03:43.120 --> 0:03:47.400 You'd be able to be like, yep, $1 of my money goes to prime's cheese collection, and you'd 74 0:03:47.400 --> 0:03:48.400 be beautiful. 75 0:03:48.400 --> 0:03:50.480 So hopefully maybe that in the future. 76 0:03:50.480 --> 0:03:55.640 We'd probably sort of extrapolate those out over a year as well, which sometimes isn't 77 0:03:55.640 --> 0:03:56.640 done. 78 0:03:56.640 --> 0:03:58.760 Sometimes you'll see pie charts which are just like the month. 79 0:03:58.760 --> 0:04:01.740 That means what you get is like spikes and randomness. 80 0:04:01.740 --> 0:04:05.320 Whereas if you take those yearly expenses, break them down monthly, then you can get 81 0:04:05.320 --> 0:04:06.960 like a pie chart that's a lot more stable. 82 0:04:06.960 --> 0:04:08.840 So Daffy has a question. 83 0:04:08.840 --> 0:04:13.880 For people who might want to start making things utilizing resources outside of Neos 84 0:04:13.880 --> 0:04:20.600 to contribute to it, has anybody thought of developing a workflow tutorials to help generate 85 0:04:20.600 --> 0:04:26.800 assets or encourage user-created content inside of Neos, i.e., a blend of the substance to 86 0:04:26.800 --> 0:04:27.800 an important game? 87 0:04:27.800 --> 0:04:28.800 Not that I'm aware of. 88 0:04:28.800 --> 0:04:31.840 It's certainly like an avenue that people can certainly go into. 89 0:04:31.840 --> 0:04:37.080 I know that we've got a couple of sort of pin resources around for things like what 90 0:04:37.080 --> 0:04:40.720 substance painter workflow to use, what materials, what textures to use. 91 0:04:40.720 --> 0:04:44.480 We've also got Wiki pages starting to appear, like the humanoid requirements I completely 92 0:04:44.480 --> 0:04:46.560 rewrote because it was driving me mad. 93 0:04:46.560 --> 0:04:48.480 We constantly get queries about that. 94 0:04:48.480 --> 0:04:55.360 They're like, my hip bone is called orangutan, and Neos isn't recognizing it as an avatar. 95 0:04:55.360 --> 0:04:56.880 Like, it should be fixed. 96 0:04:56.880 --> 0:04:58.920 I'm like, no, it shouldn't. 97 0:04:58.920 --> 0:05:00.840 Don't name your hip bone orangutan. 98 0:05:00.840 --> 0:05:07.440 Name it hip, or hips, or hips, lowercase, or hip, lowercase, fine, it'll pick it up. 99 0:05:07.440 --> 0:05:09.400 If it's a hip bone, it should be named hips. 100 0:05:09.400 --> 0:05:11.480 But yeah, certainly like modeling and stuff like that. 101 0:05:11.480 --> 0:05:16.400 We often get feedback on our PBS, like, metallic maps that people find confusing, which is 102 0:05:16.400 --> 0:05:21.920 confusing to me because it's the standard Unity material map, so I don't really know 103 0:05:21.920 --> 0:05:22.920 what's going on there. 104 0:05:22.920 --> 0:05:24.440 Maybe it's an unreal thing, who knows? 105 0:05:24.440 --> 0:05:26.840 As always, just make tutorials. 106 0:05:26.840 --> 0:05:29.640 Make them, share them, people will watch them. 107 0:05:29.640 --> 0:05:33.880 If I was confident in my 3D modeling ability enough to make a functional avatar, we're 108 0:05:33.880 --> 0:05:38.480 talking just like a blob person, you know, like, tubes for legs, et cetera, I would do 109 0:05:38.480 --> 0:05:39.480 the entire process. 110 0:05:39.480 --> 0:05:45.600 I'd be like, all right, day one, wake one, open blender, make the tube man, export to 111 0:05:45.600 --> 0:05:49.900 FBX, import, put the head where the head is, the hand where the hand is, look, I'm using 112 0:05:49.900 --> 0:05:52.680 them, just to sort of show it isn't hard. 113 0:05:52.680 --> 0:05:54.920 The hard part should just be in the creativity. 114 0:05:54.920 --> 0:05:58.720 It shouldn't be in the technicalities, it should always be the same. 115 0:05:58.720 --> 0:06:01.840 Yeah, the skin modifier, yep, that would be, you know, perfect. 116 0:06:01.840 --> 0:06:06.640 There's a variation there, like the one on the bottom right, sort of reminiscent of sort 117 0:06:06.640 --> 0:06:09.080 of Incredibles or Minions styling. 118 0:06:09.080 --> 0:06:13.720 You make like an armature, and then you do the skin modifier on it. 119 0:06:13.720 --> 0:06:15.040 You do the armature like just lines. 120 0:06:15.040 --> 0:06:18.760 When I say armature, I don't mean blending armature, I mean like how you do an armature 121 0:06:18.760 --> 0:06:24.380 if you're sculpting IRL, you take wire, sometimes metal coat hangers, you bend it into the shape 122 0:06:24.380 --> 0:06:27.580 of the body, then you throw clay on it, and that's exactly what the skin modifier does. 123 0:06:27.580 --> 0:06:32.160 You make the bent coat hanger, and then you throw the skin modifier on it, and you get 124 0:06:32.160 --> 0:06:33.160 clay. 125 0:06:33.160 --> 0:06:37.600 Duff asks, have you seen other user workflows utilizing resources outside of blended substance? 126 0:06:37.600 --> 0:06:40.120 If so, what would alternative programs be? 127 0:06:40.120 --> 0:06:46.520 People do still use the other 3D modelers, Maya, and then like other more obscure ones. 128 0:06:46.520 --> 0:06:49.000 Maya and Blender are usually the two that people use these days. 129 0:06:49.000 --> 0:06:52.880 I've also seen a lot of people that use ZBrush for sculpting. 130 0:06:52.880 --> 0:06:54.880 That's totally fine, too. 131 0:06:54.880 --> 0:07:00.960 ZBrush, ZBrush, American, UK pronunciations. 132 0:07:00.960 --> 0:07:01.960 Fusion comes up as well. 133 0:07:01.960 --> 0:07:04.920 I forgot, like when it comes to hard service modeling, some people use like fusion stuff 134 0:07:04.920 --> 0:07:09.080 like that, SketchUp, that one for like architectural modeling. 135 0:07:09.080 --> 0:07:13.600 There's one particular user who was using the hammer editor to make their map for everyone 136 0:07:13.600 --> 0:07:14.600 to see. 137 0:07:14.600 --> 0:07:15.600 That was fun as well. 138 0:07:15.600 --> 0:07:20.480 But yeah, it's basically like the assets there are very similar to the ones that you would 139 0:07:20.480 --> 0:07:22.800 use for any game, really. 140 0:07:22.800 --> 0:07:27.160 I wouldn't like discourage or discount, is probably a better wording there, the use of 141 0:07:27.160 --> 0:07:29.920 anything like Photoshop, GIMP, Paint.net, anything like that. 142 0:07:29.920 --> 0:07:33.760 You just sometimes like, a good example here being like you download an avatar base and 143 0:07:33.760 --> 0:07:38.520 it has brown eyes and you want blue eyes, Photoshop or whatever can fix that for you. 144 0:07:38.520 --> 0:07:39.860 There's no need to open Blender. 145 0:07:39.860 --> 0:07:41.580 There's no need to open Substance Painter. 146 0:07:41.580 --> 0:07:44.400 There's no real need to even understand how the avatar works, right? 147 0:07:44.400 --> 0:07:47.940 You just open up the texture file and you're like, there are the eyes, I'll make them blue. 148 0:07:47.940 --> 0:07:49.040 And then you make them blue. 149 0:07:49.040 --> 0:07:53.680 I'm sort of interested, but not really because the Windows UI is unfortunately, it wasn't 150 0:07:53.680 --> 0:07:54.880 good the last time I looked at it. 151 0:07:54.880 --> 0:07:56.960 It might be good now. 152 0:07:56.960 --> 0:08:02.240 There's this program called Dust, Dust 3D, which is a completely different way of modeling 153 0:08:02.240 --> 0:08:05.320 than you have seen. 154 0:08:05.320 --> 0:08:13.120 It's like hard to explain, but you have to get a side and front photo of the same object 155 0:08:13.120 --> 0:08:15.560 and then you can kind of just like model it. 156 0:08:15.560 --> 0:08:18.320 Oh, that's going to be the recording there, I just started a YouTube video. 157 0:08:18.320 --> 0:08:21.600 If you hear piano music on the recording of this, just ignore it. 158 0:08:21.600 --> 0:08:28.880 But yeah, if you look at this video here, they model a dog and it isn't in any way that 159 0:08:28.880 --> 0:08:31.800 you would imagine that you would model a dog. 160 0:08:31.800 --> 0:08:34.240 They'd never edit vertices at all. 161 0:08:34.240 --> 0:08:36.640 It might look like they do, but they never do. 162 0:08:36.640 --> 0:08:39.720 For maps and worlds like that, I have a lessons to World Machine. 163 0:08:39.720 --> 0:08:40.720 I haven't used it. 164 0:08:40.720 --> 0:08:44.000 World Machine usually makes worlds which are too big for Nius. 165 0:08:44.000 --> 0:08:46.420 There is another one that generates terrain. 166 0:08:46.420 --> 0:08:49.240 Just do that easily with Blender and Photoshop as well. 167 0:08:49.240 --> 0:08:50.240 You just make terrain. 168 0:08:50.240 --> 0:08:51.240 It's easy. 169 0:08:51.240 --> 0:08:53.440 It's just like a grayscale height map. 170 0:08:53.440 --> 0:08:57.920 Maps and worlds, just sometimes like paper will actually help there. 171 0:08:57.920 --> 0:08:59.080 Just throw stuff around. 172 0:08:59.080 --> 0:09:06.080 I did see a video yesterday of the PS5 game or PlayStation game called Dreams, where you 173 0:09:06.080 --> 0:09:08.120 can... 174 0:09:08.120 --> 0:09:14.240 It's very much sort of like more simplified than Nius, of course, but very much more user-friendly 175 0:09:14.240 --> 0:09:17.720 where you can just sort of throw around stuff and people are like making art there or making 176 0:09:17.720 --> 0:09:21.240 scenes there that allow them to just explore what they're doing. 177 0:09:21.240 --> 0:09:24.720 I know a lot of people use that for sort of sharing ideas and then they'll go ahead and 178 0:09:24.720 --> 0:09:26.640 build it once they know what the ideas look like. 179 0:09:26.640 --> 0:09:28.960 Moving on to other questions there. 180 0:09:28.960 --> 0:09:32.760 Let's ask what happens to the games' office hours. 181 0:09:32.760 --> 0:09:33.760 I don't know. 182 0:09:33.760 --> 0:09:34.760 I've asked them a few times. 183 0:09:34.760 --> 0:09:41.800 I moved their office hours to like temporarily suspended along with Chroma's. 184 0:09:41.800 --> 0:09:45.880 I would presume you would have to ask them if you want more information about that. 185 0:09:45.880 --> 0:09:48.640 Russia asks, is there anything you've been wanting to cover in a tutorial but haven't 186 0:09:48.640 --> 0:09:51.960 got around to or would like to see more tutorials on? 187 0:09:51.960 --> 0:09:56.960 I have a huge list I just haven't got around to, so I'll just skip that one with everything 188 0:09:56.960 --> 0:09:59.400 jazz hands. 189 0:09:59.400 --> 0:10:02.800 I would like to see more tutorials on basically anything. 190 0:10:02.800 --> 0:10:05.400 Sometimes people are like, oh, I won't make tutorials because Prime makes them. 191 0:10:05.400 --> 0:10:06.400 You go ahead and make them. 192 0:10:06.400 --> 0:10:07.920 Go ahead and make them. 193 0:10:07.920 --> 0:10:11.360 Basement Nerds Logix tutorial isn't like my style. 194 0:10:11.360 --> 0:10:12.920 It's made completely differently. 195 0:10:12.920 --> 0:10:17.760 I myself wouldn't find it effective to learn Logix, but some people do and they find it 196 0:10:17.760 --> 0:10:19.240 helpful and that's great. 197 0:10:19.240 --> 0:10:22.360 That really just highlights that everyone learns differently and has a different approach 198 0:10:22.360 --> 0:10:25.260 to both learning and teaching. 199 0:10:25.260 --> 0:10:26.480 So go for it. 200 0:10:26.480 --> 0:10:27.480 Like make tutorials. 201 0:10:27.480 --> 0:10:31.520 If there were like, I don't know, 50 tutorials for learning Logix out there, then there is 202 0:10:31.520 --> 0:10:35.120 a greater chance that one would fit a particular user. 203 0:10:35.120 --> 0:10:40.280 Additionally, there is this abbreviation called FAST or FASTER if you want to be more modern 204 0:10:40.280 --> 0:10:45.600 in the sort of lingo for it, which is about learning things. 205 0:10:45.600 --> 0:10:50.840 There's a blog article about it, learning and I think FASTER, and it just has an abbreviation 206 0:10:50.840 --> 0:10:53.840 and I think the T is like teach. 207 0:10:53.840 --> 0:10:56.120 Yeah, the T is teach. 208 0:10:56.120 --> 0:10:59.560 So there's a way of like, there's also like a pyramid of learning, I never remember what 209 0:10:59.560 --> 0:11:00.560 it's called. 210 0:11:00.560 --> 0:11:01.560 Yeah, here it is. 211 0:11:01.560 --> 0:11:07.200 I don't know if this is like the exact one, but it promotes the different types of learning 212 0:11:07.200 --> 0:11:16.920 and it shows here that like lectures, audiovisual stuff is 20% retained and then doing it, which 213 0:11:16.920 --> 0:11:22.960 is the sort of lower half of that pyramid, is 30, 50%, 75% and then teaching others right 214 0:11:22.960 --> 0:11:23.960 at the bottom, 90%. 215 0:11:23.960 --> 0:11:31.080 I was talking to Fruchs a while ago and there is a study that was portrayed in I think it 216 0:11:31.080 --> 0:11:32.800 was a European country. 217 0:11:32.800 --> 0:11:36.520 He recommended a book about it, but I forgot the name of the book, where they created a 218 0:11:36.520 --> 0:11:40.200 new type of school and in this type of school there was no real structure to it. 219 0:11:40.200 --> 0:11:43.820 People were just like free to learn whatever and I didn't understand it, I was like what 220 0:11:43.820 --> 0:11:44.880 do you mean? 221 0:11:44.880 --> 0:11:51.440 What happened was they mixed the age groups of the students, just sort of freeform really, 222 0:11:51.440 --> 0:11:53.080 and they taught each other mostly. 223 0:11:53.080 --> 0:11:57.720 So there might be like in the school like a reading room or a reading corner of a room 224 0:11:57.720 --> 0:12:02.480 and there might be an older student there reading a more complex book and it'll be a 225 0:12:02.480 --> 0:12:06.680 cool story and so a younger student would go over there and sit down and be like sounds 226 0:12:06.680 --> 0:12:11.160 cool read me the story and then they would read the story to them and then maybe they 227 0:12:11.160 --> 0:12:14.920 might go I want to know what happens next can you teach me how to read a book at this 228 0:12:14.920 --> 0:12:19.480 level and then boom you've got an older student learning to read by teaching a younger student 229 0:12:19.480 --> 0:12:23.520 how to read who's learning how to read and then that just happened everywhere you know 230 0:12:23.520 --> 0:12:28.160 maybe the kid likes dinosaurs so he goes over to like a freeform library and goes cool pulls 231 0:12:28.160 --> 0:12:32.060 a book on dinosaurs can't read it but can look at the pictures looks at the pictures 232 0:12:32.060 --> 0:12:35.040 shows the pictures to his classmates and they're like cool we would like to learn how to read 233 0:12:35.040 --> 0:12:39.120 this dinosaur book over to an older student all sorts of stuff like that that's probably 234 0:12:39.120 --> 0:12:44.680 the name ng says it's a Sudbury school probably I need to read the book to understand more 235 0:12:44.680 --> 0:12:49.000 about how that works because I've got sort of questions about sort of base skills I don't 236 0:12:49.000 --> 0:12:53.440 think would be taught effectively there like let's say a kid goes into that environment 237 0:12:53.440 --> 0:12:58.240 and they want to make a game cool like they'll need to learn some maths there but I believe 238 0:12:58.240 --> 0:13:02.800 there's probably a path through that school where they don't learn more traditionalized 239 0:13:02.800 --> 0:13:08.240 stuff but part of the argument behind that type of schooling is do they need to and that 240 0:13:08.240 --> 0:13:13.720 goes against the sort of whole like up and arm stand on your soapbox land of standardized 241 0:13:13.720 --> 0:13:18.640 testing is bad which generally I agree on but like I'm I'm biased because I've been 242 0:13:18.640 --> 0:13:23.940 through education so like whatever it's a good thought experiment the point there being 243 0:13:23.940 --> 0:13:28.120 though is that you'll learn better by teaching people and you'll learn better by interacting 244 0:13:28.120 --> 0:13:34.640 with people whilst you are teaching and also by just doing and making tutorials is a fantastic 245 0:13:34.640 --> 0:13:41.360 example of that so try that just googled to ng use Sudbury school and yes there is a wiki 246 0:13:41.360 --> 0:13:46.280 learning and teaching people also comes up with like new new scenarios new things that 247 0:13:46.280 --> 0:13:54.000 you might not have you know wanted to know how to do so with my work with Hamish University 248 0:13:54.000 --> 0:13:57.740 of Sydney and now whatever university they're working with there's just like crazy stuff 249 0:13:57.740 --> 0:14:01.840 that comes up that just doesn't make any sense but you're like cool like it's time we came 250 0:14:01.840 --> 0:14:06.640 to me and he's like hey I need to calculate the angular velocity of your eyeball just 251 0:14:06.640 --> 0:14:13.080 like okay okay sure we can do that we can calculate the angular velocity of an eyeball 252 0:14:13.080 --> 0:14:19.000 and so we used the eye tracking data to figure that out it's useful I can't remember exactly 253 0:14:19.000 --> 0:14:22.340 how that's one of the problems you're like okay I'll do this crazy thing but like why 254 0:14:22.340 --> 0:14:26.960 are we doing it and you kind of forget sometimes it is something to do with the stuff there 255 0:14:26.960 --> 0:14:33.400 their phd was on which is a test that involves eye movement to head movement synchronization 256 0:14:33.400 --> 0:14:38.420 which can diagnose vestibular issues vestibular issues is the sort of organ and system that's 257 0:14:38.420 --> 0:14:43.120 in the middle ear that drives your balance and when it's broken you can do what's called 258 0:14:43.120 --> 0:14:49.760 a hit test which sort of figures out if there is a problem there you do that by measuring 259 0:14:49.760 --> 0:14:54.600 the eye movement in relation to a head movement after you rapidly jerk their head towards 260 0:14:54.600 --> 0:14:58.820 one direction almost like you're kind of breaking their neck in a sort of cinemagraphic way 261 0:14:58.820 --> 0:15:02.000 like you might see in a movie but not actually breaking their neck of course because that 262 0:15:02.000 --> 0:15:08.240 would never go through like ethics so doing that in in game is what we were trying by 263 0:15:08.240 --> 0:15:12.800 measuring the velocity of the eyeball moving on to the next question here lazy hat guys 264 0:15:12.800 --> 0:15:16.640 is any atas on the next major update to nears no I don't have any atas we don't usually 265 0:15:16.640 --> 0:15:19.360 provide them I would love to provide them in the future we just can't provide them right 266 0:15:19.360 --> 0:15:27.600 now check the roadmap check our discord announcements channel and check our steam update feed I 267 0:15:27.600 --> 0:15:33.680 guess and it'll come eventually there is one sub preschool in the entirety of the UK okay 268 0:15:33.680 --> 0:15:38.280 well I had zero chance of going to that then where is it oh it's in Margate I know Margate 269 0:15:38.280 --> 0:15:42.680 Margate's a coastal town I'd usually go there to go to the beach that's a good good good 270 0:15:42.680 --> 0:15:48.560 good question from crusher here so crusher says how would you go about starting large 271 0:15:48.560 --> 0:15:56.360 projects nears or elsewhere I am traditionally now I don't really want to be but hey careers 272 0:15:56.360 --> 0:16:03.200 are fun I am actually a product manager right now and so I am very educated in this area 273 0:16:03.200 --> 0:16:07.920 but there are parallels where you can sort of scheme off the top is what I'm saying if 274 0:16:07.920 --> 0:16:13.000 you go deep into project management you're wasting your time planning and communication 275 0:16:13.000 --> 0:16:20.360 is so important I would love if we just had in the education science channel we just had 276 0:16:20.360 --> 0:16:25.240 a sort of recording from a couple of people from the MC 2022 where they talked about sort 277 0:16:25.240 --> 0:16:29.900 of how they built things I would love to get that from a particular group I'd like to see 278 0:16:29.900 --> 0:16:38.200 it from the credit canyon group and in particular from their last year's entry the same group 279 0:16:38.200 --> 0:16:44.960 did the abandonware last year and I know abandonware that we had just forgotten their name for 280 0:16:44.960 --> 0:16:49.640 no reason com dog com dog was just like running around managing the project and making sure 281 0:16:49.640 --> 0:16:52.800 everyone did stuff and that's because they knew what they wanted to do and they did it 282 0:16:52.800 --> 0:16:55.960 I've seen a lot of people that just like you know you go into nears and you're like cool 283 0:16:55.960 --> 0:17:00.520 I can throw this around I can throw it everywhere I can do whatever I want but then they never 284 0:17:00.520 --> 0:17:04.680 finish it because they don't really have a plan they don't know what they're doing I 285 0:17:04.680 --> 0:17:08.760 also get sort of comments about sort of oh I don't use dynamic variables I don't use 286 0:17:08.760 --> 0:17:12.920 dynamic impulses because I can never remember what I've called them and the answer there 287 0:17:12.920 --> 0:17:18.080 is like well plan and document your project then if you are making a shooter in nears 288 0:17:18.080 --> 0:17:23.220 and you're using dynamic variables for that shooter write a text document in notepad which 289 0:17:23.220 --> 0:17:28.120 lists the dynamic variable player health or player ammo or whatever you want to use save 290 0:17:28.120 --> 0:17:32.960 it in there's a dot text bring it into the world save it to the world till it's complete 291 0:17:32.960 --> 0:17:38.240 and then everyone in that world can just float over to that text document and be like oh 292 0:17:38.240 --> 0:17:42.800 yeah it's player health I can use that great but if you don't do that then it's gonna lead 293 0:17:42.800 --> 0:17:46.080 to problems particularly if you have multiple people working on the project you need to 294 0:17:46.080 --> 0:17:49.640 know what you need to do I don't want you to stop and do the whole sort of like let's 295 0:17:49.640 --> 0:17:54.400 plan for three months and then not do anything but just like stopping and realizing that 296 0:17:54.400 --> 0:17:59.800 you need to converse or talk about things will get you a long way there I highly do 297 0:17:59.800 --> 0:18:06.520 not recommend scrum but like there's about 15,000 methodologies scrum I've never seen 298 0:18:06.520 --> 0:18:14.640 done correctly though I am a certified scrum master but I don't put that on my resume anywhere 299 0:18:14.640 --> 0:18:19.760 it's just a word I'd like to show you an amazing document from the Department of Defense this 300 0:18:19.760 --> 0:18:26.240 is the United States Department of Defense and it's called spotting agile bullshit or 301 0:18:26.240 --> 0:18:30.520 something along those lines it's a really scary link because it's like literally the 302 0:18:30.520 --> 0:18:36.840 Department of Defense but I promise you it's fine it's just a PDF detecting agile BS it's 303 0:18:36.840 --> 0:18:42.640 great and they talk about how like it's a buzzword they talk about everything and then 304 0:18:42.640 --> 0:18:47.060 they go all the way down to the bottom and there's like a great graphic on page five 305 0:18:47.060 --> 0:18:53.240 page five is like more suited to larger more long-term projects rather than you know say 306 0:18:53.240 --> 0:18:59.880 for example a month-long project for the MMC or you know a smaller NEOS project the graphical 307 0:18:59.880 --> 0:19:05.520 version on page five would be great for looking and modeling for example NEOS itself or modeling 308 0:19:05.520 --> 0:19:10.640 any other VR platform itself it's like one of the things on the graphical things is our 309 0:19:10.640 --> 0:19:16.400 teams delivering working software to real users every iteration and gathering feedback 310 0:19:16.400 --> 0:19:22.480 yes then it's actually agile otherwise no it's it's not and we were doing that I mean 311 0:19:22.480 --> 0:19:26.320 I'm just sort of skip over what's going on right now in the announcements channel etc 312 0:19:26.320 --> 0:19:30.920 we were doing that right we were like updates came in we might not necessarily be able to 313 0:19:30.920 --> 0:19:35.400 work on exactly what you guys wanted us to work on but like it was someone would be like 314 0:19:35.400 --> 0:19:39.320 I'm having trouble doing this and freaks ago here's a new logics note and you get it so 315 0:19:39.320 --> 0:19:48.200 cool so just think of that and think of stuff like that back at university we had to do 316 0:19:48.200 --> 0:19:52.560 a final project which is worth like I don't know like 60% of my degree and I nailed it 317 0:19:52.560 --> 0:19:56.900 I was amazing at it and the project methodology I used for there was fake it till you make 318 0:19:56.900 --> 0:20:05.400 it but I had to do like 14 pages of a like a paper etc on evaluating the different methodologies 319 0:20:05.400 --> 0:20:10.480 and scrum like hit the bottom of the list for some reason so moving on because we're 320 0:20:10.480 --> 0:20:20.880 running long time mr. Angie asked if we had any exciting things so this is this is for 321 0:20:20.880 --> 0:20:26.880 use in jaw reconstructive surgery where if we are reconstructing someone's jaw we can 322 0:20:26.880 --> 0:20:31.080 actually use the leg bone I don't know why it's decided that we you know there's there's 323 0:20:31.080 --> 0:20:35.040 many bones between the leg and the jaw but apparently the leg bone is the more suit most 324 0:20:35.040 --> 0:20:41.240 suitable bone and what the doctors want to say is what like section of bone can they 325 0:20:41.240 --> 0:20:47.120 cut and then what would that do to the jaw so there's a little rig where we're slicing 326 0:20:47.120 --> 0:20:50.840 the leg bone twice we're using a larger model for slicing it and that would then be placed 327 0:20:50.840 --> 0:20:55.840 near the jaw but then we're also reflecting that slicing on the actual leg bone so they 328 0:20:55.840 --> 0:21:00.780 can check that they haven't taken too much leg bone because the user ideally still needs 329 0:21:00.780 --> 0:21:06.000 to be able to although usually they are in crutches or have reduced mobility but they 330 0:21:06.000 --> 0:21:10.080 have a jaw again that's kind of more important sometimes so let's hop through the rest of 331 0:21:10.080 --> 0:21:15.440 the questions trace asks when creating a world near say a project that is going to be a game 332 0:21:15.440 --> 0:21:18.780 world that is publicly playable how far can you go into the terms of using ripped assets 333 0:21:18.780 --> 0:21:22.540 or sound from other games or movies before it dips into the toes of legal valley please 334 0:21:22.540 --> 0:21:29.040 read our terms of use and our guidelines before you do that there is the concept of fair use 335 0:21:29.040 --> 0:21:33.720 facebook fair use is often misunderstood for an appropriate terminology or look at that 336 0:21:33.720 --> 0:21:39.240 you would need to contact a lawyer i would advise just not using ripped assets at all 337 0:21:39.240 --> 0:21:42.720 because then you don't need to contact a lawyer and lawyers are expensive if you would like 338 0:21:42.720 --> 0:21:47.120 to use ripped assets you are stealing stuff unless you can justify it under free use fair 339 0:21:47.120 --> 0:21:53.280 use so check our guidelines check the terms of service read up on fair use contact a lawyer 340 0:21:53.280 --> 0:21:57.600 if they say you can use it you can use it and if they say you can't you can't or just 341 0:21:57.600 --> 0:22:02.160 avoid all that complexity and just don't use ripped assets it's very simple so ng is i'm 342 0:22:02.160 --> 0:22:08.640 asking um what methods i've seen that work uh work with a similar philosophy um to be 343 0:22:08.640 --> 0:22:15.760 honest i've never seen any development methodology it's scrum fdd which is feature-driven development 344 0:22:15.760 --> 0:22:20.080 traditional agile traditional waterfall all the others that have various names i've forgotten 345 0:22:20.080 --> 0:22:24.140 now i've never seen any of them work and the reason is that like you need to build your 346 0:22:24.140 --> 0:22:29.040 own and you need to build your own from the community of people i say community because 347 0:22:29.040 --> 0:22:32.760 like when you'll get a large enough team it's less a team it's more like a community of 348 0:22:32.760 --> 0:22:37.640 people and seeing what they want to do a good example there is things like story points 349 0:22:37.640 --> 0:22:42.940 where um i have frequent arguments at work about if story points are days and the answer 350 0:22:42.940 --> 0:22:47.240 is no story points are not days story points are a measure of difficulty and then you can 351 0:22:47.240 --> 0:22:51.600 track story points based on how many you can complete during iteration i need you to find 352 0:22:51.600 --> 0:22:54.400 some terms here we're running over but i'm going to do it because it's a good interesting 353 0:22:54.400 --> 0:23:01.140 conversation um if you are planning the next two weeks of a a team uh you know software 354 0:23:01.140 --> 0:23:04.800 development team you would call that an iteration sometimes a sprint doesn't really matter i 355 0:23:04.800 --> 0:23:09.120 never call them sprints because sprints implies moving fast and that's bad um well moving 356 0:23:09.120 --> 0:23:14.560 fast is good but like moving fast sprinting means like over exertion that's why i don't 357 0:23:14.560 --> 0:23:19.040 use it and so what you're trying to do is plan how much work can we do over the next 358 0:23:19.040 --> 0:23:23.160 iteration how much work can we do over the next two weeks and it used to be historically 359 0:23:23.160 --> 0:23:27.500 that that would be defined way ahead of time in project planning which occurred before 360 0:23:27.500 --> 0:23:31.840 anyone picked up their pencils and started making stuff but now it's planned sort of 361 0:23:31.840 --> 0:23:38.000 as you go and you might say hey i think we can do two of these really big things for 362 0:23:38.000 --> 0:23:41.840 the next iteration but then you kind of get fuzzy on that it's like well how big are they 363 0:23:41.840 --> 0:23:44.720 how much are they going to take and so you try and estimate how long they're going to 364 0:23:44.720 --> 0:23:48.120 take and then there are schools of thought about estimating in days you're like oh well 365 0:23:48.120 --> 0:23:51.840 this would take five days and this would take five days and you're like boom that's an entire 366 0:23:51.840 --> 0:23:57.200 iteration of work two weeks was 14 days four days for sort of wiggle room cool you've managed 367 0:23:57.200 --> 0:24:04.840 to schedule two features but days are not useful um if you're using the story points 368 0:24:04.840 --> 0:24:10.440 a story in agile development is kind of like a unit of work which benefits the user it's 369 0:24:10.440 --> 0:24:15.040 hard to explain um so instead story points should be the difficulty because the difficulty 370 0:24:15.040 --> 0:24:19.360 means that you have more of a range to play with with a two-week iteration you have 14 371 0:24:19.360 --> 0:24:23.800 days whereas with story points you can go anywhere from 0 to 99 and then you know what's 372 0:24:23.800 --> 0:24:29.200 going on and you can track it and figure out how much your team can do so as an example 373 0:24:29.200 --> 0:24:33.920 here you might say hey this really big feature that is 50 story points and hey this other 374 0:24:33.920 --> 0:24:38.720 feature that is five story points historically how many story points have we got through 375 0:24:38.720 --> 0:24:42.980 in this particular iteration over the course of the last year historically we've managed 376 0:24:42.980 --> 0:24:48.000 to do 40 story points well great you can't do that 50 story point activity but you can 377 0:24:48.000 --> 0:24:52.800 do that five one and it lets you plan a little bit better but because it's a community of 378 0:24:52.800 --> 0:24:58.880 people working i'm like oh you've given story points to my items as days again haven't you 379 0:24:58.880 --> 0:25:04.040 colleague and they're like yes okay sad face and then we have to work around that and then 380 0:25:04.040 --> 0:25:07.320 like the hierarchy of course we want to do work tracking and doing well tracking at work 381 0:25:07.320 --> 0:25:11.720 especially this company of my scale is just crazy people are like oh yeah but i need to 382 0:25:11.720 --> 0:25:16.960 put this under this and that under that and this under that and just no okay two more 383 0:25:16.960 --> 0:25:23.280 questions uh hack 13 asks i used nested sessions this past weekend however i struggle to see 384 0:25:23.280 --> 0:25:27.000 the benefits of the use of the page for them also seems to not exist you provide context 385 0:25:27.000 --> 0:25:31.880 in the use case yes hotel rooms um so they're used a lot and they're actually created for 386 0:25:31.880 --> 0:25:38.880 the vblfc and the reason behind that is let's say you have a lobby of a hotel or the lobby 387 0:25:38.880 --> 0:25:42.640 of a convention that's where people sign up they get their badge and then they disappear 388 0:25:42.640 --> 0:25:46.800 um the disappearing act we wanted that to be other worlds so if you went to the pool 389 0:25:46.800 --> 0:25:50.560 you'd go to the pool world i remember the vblfc pool world well or if you want to disappear 390 0:25:50.560 --> 0:25:54.540 the hotel rooms you go to the hotel rooms world but what that does it starts to show 391 0:25:54.540 --> 0:25:59.160 a unrealistic expectation of the number of people who are at the convention because they're 392 0:25:59.160 --> 0:26:02.960 all in different worlds and they're all spread out if you use the nested session feature 393 0:26:02.960 --> 0:26:08.880 you can group all those sessions together into like a whole hotel and so it doesn't 394 0:26:08.880 --> 0:26:12.720 matter what part of the hotel they're in they're counted together and anyone new who wants 395 0:26:12.720 --> 0:26:17.480 to join can go either straight to the session that people are in via the friends list or 396 0:26:17.480 --> 0:26:20.640 to the entrance of the hotel where they can then find signposts to other sessions that 397 0:26:20.640 --> 0:26:28.360 have been there there's a bit of a like problem in the naming of that feature because um nested 398 0:26:28.360 --> 0:26:34.020 sessions also comes up in code uh when it comes up to the if you remember the like the 399 0:26:34.020 --> 0:26:38.940 like uh the ball menu that's on your right hand where you can sort of see which world 400 0:26:38.940 --> 0:26:42.580 and then when you close out worlds you'll close out worlds in a certain order that's 401 0:26:42.580 --> 0:26:47.180 also called nesting and so i want to kind of like drop the terminology there between 402 0:26:47.180 --> 0:26:52.820 the two features um try and make those a bit clearer and then document them um honestly 403 0:26:52.820 --> 0:26:58.120 if you're not doing a sort of convention or a hotel style event or like a a big collection 404 0:26:58.120 --> 0:27:01.880 of people style event you don't need to use it and even sometimes when you are doing a 405 0:27:01.880 --> 0:27:06.320 big event you don't need to use it that's a good example there for the mmc award party 406 0:27:06.320 --> 0:27:10.720 the award ceremony we we didn't have nested sessions going there because it was different 407 0:27:10.720 --> 0:27:15.480 watch parties it was oh here's the critic canyon watch party here's the i remember because 408 0:27:15.480 --> 0:27:19.440 it was a while ago but you know here's the other social world that's doing a watch party 409 0:27:19.440 --> 0:27:23.120 here's the other social world that's doing a watch party you didn't need that to be nested 410 0:27:23.120 --> 0:27:30.400 because it was distinct activities but um conventions i believe um for uh fernal i keep 411 0:27:30.400 --> 0:27:34.920 saying funeral equinox i had that whole problem throughout the event uh psycho asked about 412 0:27:34.920 --> 0:27:41.080 the ball menu if it's legacy it is legacy but the systems that play uh weren't and are 413 0:27:41.080 --> 0:27:45.320 not and will not be removed you'll notice that even if you use my worlds are in facet 414 0:27:45.320 --> 0:27:50.760 if you close out worlds you'll still end up closing out them in a like structured way 415 0:27:50.760 --> 0:27:54.720 and that still matches what the balls would render if you had the balls on but yeah the 416 0:27:54.720 --> 0:28:01.960 balls are legacy you can quote me on that one damn it the balls are legacy so dre says 417 0:28:01.960 --> 0:28:07.440 now i'm curious what's more expensive um to hire a musical sound designer or pay a lawyer 418 0:28:07.440 --> 0:28:13.600 um honestly musical sound designer you don't need an industry like giant you don't need 419 0:28:13.600 --> 0:28:18.800 like a triple a musical sound designer you need someone from the community um depending 420 0:28:18.800 --> 0:28:23.080 on the project that might even go for free there is the jobs and freelancer section and 421 0:28:23.080 --> 0:28:26.720 there is a bunch of community people out there that would love to be part of your project 422 0:28:26.720 --> 0:28:33.420 uh you can also use um massively licensed sound i know i use kevin mcclood's uh collection 423 0:28:33.420 --> 0:28:38.920 a lot in moc some corrections from cole's and rusio that says that the uh new user events 424 0:28:38.920 --> 0:28:43.960 only were the ones that used them uh for the next decisions great i was aware they were 425 0:28:43.960 --> 0:28:48.600 being used but not exactly how they were being used and then uh rusio says that the the 426 0:28:48.600 --> 0:28:54.360 funeral event seat the fronal event um used them for the new player nights they worked 427 0:28:54.360 --> 0:29:00.240 quite well uh and then hack posted a uh picture uh which shows how they were using them uh 428 0:29:00.240 --> 0:29:05.260 yes that is a suitable setup for how you would use them with that i believe we are out of 429 0:29:05.260 --> 0:29:10.880 time we were like we're way out of time i i like remembering is that especially when 430 0:29:10.880 --> 0:29:18.000 i was in the hotel room world with the car someone spawned the very complex mmc car in 431 0:29:18.000 --> 0:29:22.800 one of the hotel rooms and it freaked out because of course it was a very narrow space 432 0:29:22.800 --> 0:29:27.300 and so it would periodically just sort of teleport into the hotel room sweep people 433 0:29:27.300 --> 0:29:31.760 into it because it sort of had like an auto anchor system on it and then glitch out of 434 0:29:31.760 --> 0:29:36.800 the map and fall down again and so if you weren't careful you would just like be attacked 435 0:29:36.800 --> 0:29:43.160 by a car periodically as it like grabbed you forcibly put you in its seats and then teleported 436 0:29:43.160 --> 0:29:48.920 out of existence it was basically an scp waiting to happen i will see you guys later um we 437 0:29:48.920 --> 0:29:53.280 are out of time go ahead and uh call it here if you have questions please dm me or drop 438 0:29:53.280 --> 0:30:15.120 them here i might respond in text form and i'll speak to you later bye