1 0:00:00.000 --> 0:00:04.380 Okay, so welcome to office hours, it is the top of the hour, it is 4pm, if you have questions 2 0:00:04.380 --> 0:00:08.460 please feel free to drop them into the office hours chat, otherwise we're going to sit here 3 0:00:08.460 --> 0:00:10.060 and wait for questions. 4 0:00:10.060 --> 0:00:11.460 So let's get going. 5 0:00:11.460 --> 0:00:16.580 I see people type, excellent, I eat questions for breakfast, well it's actually 4pm so I 6 0:00:16.580 --> 0:00:22.220 eat questions for early dinner I guess, I did just eat, I have a cup of tea here, so 7 0:00:22.220 --> 0:00:26.460 I'm going to mute whilst I wait for questions and slurp on some tea. 8 0:00:26.460 --> 0:00:31.620 Speaking of slurping, are people aware of that meme with the guy that tastes ice cream? 9 0:00:31.620 --> 0:00:32.620 That's a good meme. 10 0:00:32.620 --> 0:00:36.520 I found the source of it, it's interesting, sometimes you just accidentally find the sources 11 0:00:36.520 --> 0:00:39.860 of memes and it's cool. 12 0:00:39.860 --> 0:00:50.100 So it's the chief ice cream tester at a creamery and his tongue is insured for a million dollars 13 0:00:50.100 --> 0:00:55.280 and he tests all the new flavours and I watched a documentary on ice cream making on the history 14 0:00:55.280 --> 0:00:57.820 channel that was uploaded to YouTube. 15 0:00:57.820 --> 0:01:03.740 And yeah, it's a meme, I found the origination accidentally and suddenly I was just faced 16 0:01:03.740 --> 0:01:12.860 with like, wait a minute, that's the ice cream guy, I'll get the video for you, here it is. 17 0:01:12.860 --> 0:01:18.740 This person uses a gold spoon because it leads to less aftertaste. 18 0:01:18.740 --> 0:01:25.060 I don't know what he means, if I eat at someone else's house or sometimes when I'm on vacation 19 0:01:25.060 --> 0:01:29.380 and I use other cutlery that's not mine, food will taste slightly different if I've been 20 0:01:29.380 --> 0:01:36.820 eating it with my cutlery, I realised I'd eaten more cutlery and so I ordered more but 21 0:01:36.820 --> 0:01:40.580 I ordered more of a different type and so now my cutlery drawer is mixed with cutlery. 22 0:01:40.580 --> 0:01:43.900 Why are we talking about food spoons, let's move on. 23 0:01:43.900 --> 0:01:48.100 So a question from Holy which is which tea flavour, currently El Grey, it's probably 24 0:01:48.100 --> 0:01:52.880 a little bit late for caffeine but you can't stop me, I forgot to filter the water though 25 0:01:52.880 --> 0:01:54.380 so it's a bit there. 26 0:01:54.380 --> 0:01:59.380 Okay now an actual legitimate question, isn't it about ice cream cutlery or tea, come Griffin 27 0:01:59.380 --> 0:02:00.380 thank you. 28 0:02:00.380 --> 0:02:04.320 I've noticed that sometimes my avatar import will not add an eye manager when selected, 29 0:02:04.320 --> 0:02:09.620 what might cause this if it's put here, it's put it on before but lately I've also been 30 0:02:09.620 --> 0:02:12.340 checking the box for face tracking setup. 31 0:02:12.340 --> 0:02:17.900 It might occur that it doesn't get put on if it can't find your eyes, so similar to 32 0:02:17.900 --> 0:02:23.580 like the other bone related structures, if it can't find them then it doesn't do that, 33 0:02:23.580 --> 0:02:28.340 like for example if you rig a model that doesn't have hands that conform to our requirements 34 0:02:28.340 --> 0:02:32.460 then it won't add the hand stuff, like it'll still allow you to move your arms and your 35 0:02:32.460 --> 0:02:37.500 hands but it won't then do finger tracking, who was it that had that issue? 36 0:02:37.500 --> 0:02:41.900 I think it was someone that was importing one of the Risk of Rain characters, the Lemurians, 37 0:02:41.900 --> 0:02:46.980 like just the standard sort of like stand up sort of animalistic looking characters, 38 0:02:46.980 --> 0:02:51.700 they don't really have fingers or correct fingers so they just, it just doesn't get 39 0:02:51.700 --> 0:02:54.480 set up so do check to keep an eye on that. 40 0:02:54.480 --> 0:02:58.420 So Bean, thank you for typing your question, I guess my one question is when you're planning 41 0:02:58.420 --> 0:03:02.140 implementing an option to disable post-processing, some of my friends have epilepsy, can't join 42 0:03:02.140 --> 0:03:08.580 because the post-processing is hurting their eyes, will there be a better GUI, hi, struggling 43 0:03:08.580 --> 0:03:13.060 with my words today, will there be a better GUI for desktop users so drawing shapes is 44 0:03:13.060 --> 0:03:17.380 easy, building is fun but it's difficult and I've tried the real, okay, lots of questions 45 0:03:17.380 --> 0:03:21.260 there, so if it says disabling post-processing, that's actually blocked on like two separate 46 0:03:21.260 --> 0:03:22.260 things. 47 0:03:22.260 --> 0:03:25.340 So number one is like we are trying to change up our graphical engine to make it easier 48 0:03:25.340 --> 0:03:30.260 to do stuff like that for you, until we do that, we don't really want to invest a time 49 0:03:30.260 --> 0:03:31.260 in that. 50 0:03:31.260 --> 0:03:36.060 I'm aware that it's bad, I would love to provide the ability to disable it but we've just made 51 0:03:36.060 --> 0:03:41.340 the sort of stance that we need to focus our efforts elsewhere right now and then the second 52 0:03:41.340 --> 0:03:44.700 one there is our settings UI, if you go to our settings tab, it's just a mess, like it's 53 0:03:44.700 --> 0:03:50.980 a mess, like it's one of the worst parts of our UI, we can't go on with that settings 54 0:03:50.980 --> 0:03:55.460 UI so we want to update that such that there is more room for settings and when I say settings 55 0:03:55.460 --> 0:03:58.740 or the settings, at which point it'll be like hey you want settings, we've got settings, 56 0:03:58.740 --> 0:04:01.740 I hope we have a way to like hide and show certain settings, otherwise like we're just 57 0:04:01.740 --> 0:04:08.060 going to end up with like setting soup again but that'll then also allow those features. 58 0:04:08.060 --> 0:04:13.020 That's all I've already got for you, I'm interesting to hear like which particular part of post-processing 59 0:04:13.020 --> 0:04:18.740 is the problem, is it the bloom, I wouldn't imagine it would be the AO but I could understand 60 0:04:18.740 --> 0:04:21.420 if the bloom is doing it. 61 0:04:21.420 --> 0:04:27.060 As for your second question about drawing, have you tried, oh no you're talking about 62 0:04:27.060 --> 0:04:31.280 desktop drawing, yeah for desktop drawing I'm not sure, desktop mode is of course supported 63 0:04:31.280 --> 0:04:36.980 right now but like it's unclear what like the next priority in improving that will be, 64 0:04:36.980 --> 0:04:43.220 I know that we need to get better sort of naturalistification, that's not a word but 65 0:04:43.220 --> 0:04:48.700 like you know what I mean, going for desktop users so they don't just look flat, for example 66 0:04:48.700 --> 0:04:52.600 I see a lot of avatars where they're in desktop and their hands are at their sides but they're 67 0:04:52.600 --> 0:04:58.940 at their sides without any sort of consideration about how wide the character is and so they're 68 0:04:58.940 --> 0:05:03.620 like their hands are just sort of like in their belly or in their thighs just like hanging 69 0:05:03.620 --> 0:05:07.620 there like straight, if we could get like some sort of natural animations going there 70 0:05:07.620 --> 0:05:13.820 I think that would be a lot more appreciated than them staying like that, so there's lots 71 0:05:13.820 --> 0:05:17.660 of like desktop things that we need to look at, same with like walking, posing, stuff 72 0:05:17.660 --> 0:05:23.220 like that, like VRChat does it where there are different, like there are different animations 73 0:05:23.220 --> 0:05:28.660 by default but you can also kind of customize those, now we won't have animation support 74 0:05:28.660 --> 0:05:36.540 in the same way that VRChat does because we know we're not unity but like they do have 75 0:05:36.540 --> 0:05:40.940 better default animations for desktop based avatars where their hands are out to the side, 76 0:05:40.940 --> 0:05:44.260 it's almost like a like a sneaky look from a video game like you're sneaking but like 77 0:05:44.260 --> 0:05:49.540 you know it does like make it look a bit better, like I always say like it's obvious if someone 78 0:05:49.540 --> 0:05:54.280 is in desktop because of those like animations but yeah the reason why I mention hand posing 79 0:05:54.280 --> 0:05:59.700 is because that's usually the problem right, so you just like the tool comes out of your 80 0:05:59.700 --> 0:06:03.860 hand and then your hand goes wonky, to me it like might be better if like we had an 81 0:06:03.860 --> 0:06:08.780 option for like the tool to just be attached to your face, you have like because of your 82 0:06:08.780 --> 0:06:11.980 mouse you've got ultimate control over your face like if you could just draw over your 83 0:06:11.980 --> 0:06:17.860 face you'd basically be back to like a regular drawing experience, I remember those days 84 0:06:17.860 --> 0:06:21.580 where I can't figure out if I'm warm or cold so I put on a sweater now I'm gonna mute and 85 0:06:21.580 --> 0:06:24.940 take off a sweater whilst the next questions are typed, keep those questions coming on 86 0:06:24.940 --> 0:06:28.240 just imagine primary moving a sweater that's all that's happening right now, and I'm back 87 0:06:28.240 --> 0:06:32.480 because there's another question, so NFT Hater says try to import an avatar in Eos but the 88 0:06:32.480 --> 0:06:37.120 arms feel way too short, how to fix it, so if you inspect the root of the avatar, I can 89 0:06:37.120 --> 0:06:40.780 never remember these, they're luckily they're on the same slot so you can just scroll through 90 0:06:40.780 --> 0:06:46.700 them, it's either VRIK or VRIK avatar I can never remember which they're named terribly 91 0:06:46.700 --> 0:06:52.980 I hate them, on one of those components you'll find properties about the arms and on those 92 0:06:52.980 --> 0:06:59.860 arms will be arm length multiplier, arm length multiplier allows you to if you overdrive 93 0:06:59.860 --> 0:07:04.340 it have like spaghetti arms but I don't advise that because it kind of like pushes your chest 94 0:07:04.340 --> 0:07:08.380 back at those levels but you can tweak it a little bit and it will give you longer arms 95 0:07:08.380 --> 0:07:14.700 I do that frequently as I am ginormous and you know my arms are really long so I need 96 0:07:14.700 --> 0:07:21.480 to sort of do that for my use, good way to test if you need to do that is to in VR extend 97 0:07:21.480 --> 0:07:27.660 your arm until your actual avatar arm stops moving and then stretch and see what happens 98 0:07:27.660 --> 0:07:32.940 right you can almost see especially if you've got the SteamVR overlay open you can see that 99 0:07:32.940 --> 0:07:37.100 the controller goes further but your arm stops if you see that then you should tweak the 100 0:07:37.100 --> 0:07:42.500 arm length multiplier so that those line up I always like do I touch the top of my head 101 0:07:42.500 --> 0:07:46.240 then I touch my elbow or my shoulder now it's not gonna be good in terms of angle but it 102 0:07:46.240 --> 0:07:49.620 should be good in terms of position because we don't have like elbow tracking unless you 103 0:07:49.620 --> 0:07:53.980 got the trackers for it we don't have elbow tracking so there's no way to like you know 104 0:07:53.980 --> 0:08:00.140 do that moving onwards Gran Griffin asks is making a model double-sided causing meaningful 105 0:08:00.140 --> 0:08:06.780 performance difference I believe that it actually doubles the vertices if it doubles the vertices 106 0:08:06.780 --> 0:08:11.100 and of course it doubles the the you know the diversity count of the model if it doesn't 107 0:08:11.100 --> 0:08:19.780 divert doesn't double them then no performance impact therefore wherever possible I would 108 0:08:19.780 --> 0:08:27.060 recommend instead using the PBS dual sided or turning off the culling option on the 62 109 0:08:27.060 --> 0:08:31.660 when you do that make sure you give the model a good look around there are some times where 110 0:08:31.660 --> 0:08:36.940 like having no culling just makes everything look really really weird and that's because 111 0:08:36.940 --> 0:08:41.260 like if you've got faces that are like really intersecting and then having them doubled 112 0:08:41.260 --> 0:08:45.980 up could just do to like just sort of impossible geometry and stuff it's in that a couple of 113 0:08:45.980 --> 0:08:50.300 times of like hair or fur on some avatars where you double-side it and everything just 114 0:08:50.300 --> 0:08:55.820 looks weird I like the like new way that a lot of like new avatars with fur doing it 115 0:08:55.820 --> 0:09:03.180 where they kind of like they sculpt sort of triangle cones into the actual mesh rather 116 0:09:03.180 --> 0:09:10.300 than doing the old approach which is like opacity like single-sided opacity excluded 117 0:09:10.300 --> 0:09:15.460 like triangles and stuff because that way you don't have those issues gun Griffin second 118 0:09:15.460 --> 0:09:18.580 question says what other settings are relevant for calibrating an avatar where do you find 119 0:09:18.580 --> 0:09:23.140 them in hierarchy all right so there is a lot in the root of the avatar vrk vrk avatar 120 0:09:23.140 --> 0:09:27.700 I have a lot there in particular look at the gate system if someone like figures out the 121 0:09:27.700 --> 0:09:33.820 gate system and comes up with a good standard for the gate system like you'll get so much 122 0:09:33.820 --> 0:09:39.140 cake because like I know people like lots of people don't like the standard gates but 123 0:09:39.140 --> 0:09:42.220 they didn't realize they can edit them everyone's like oh I wish you know you could just add 124 0:09:42.220 --> 0:09:47.860 an animation for walking you can edit the gate system in my editing of the gate system 125 0:09:47.860 --> 0:09:53.180 I made myself leapfrog and regardless of like both feet were like stuck together and I would 126 0:09:53.180 --> 0:09:57.660 just like hop forwards and then I increased the speed of that and I turned my feet into 127 0:09:57.660 --> 0:10:03.740 like a jackhammer and it just was like you know boom boom boom boom boom because like 128 0:10:03.740 --> 0:10:09.020 I increased the amount of steps per like meter and that was a really cool thing I then made 129 0:10:09.020 --> 0:10:15.140 my like strides really big and we went from goose stepping which is like an historical 130 0:10:15.140 --> 0:10:19.940 march that German soldiers used to do I believe I'm not a historian but I remember goose stepping 131 0:10:19.940 --> 0:10:25.100 being a sort of like meme about Germany or something in history lesson I don't remember 132 0:10:25.100 --> 0:10:30.680 all the way to what I'm just gonna call sort of ballet leaping you know when a ballet dancer 133 0:10:30.680 --> 0:10:35.100 leaps forward with their leg outstretched that was again gate settings that I did so 134 0:10:35.100 --> 0:10:41.820 if you want different walking animations gates there's a lots of stuff there I don't know 135 0:10:41.820 --> 0:10:47.940 what half of them do my best bet is to like mess with them I remember like a notable example 136 0:10:47.940 --> 0:10:53.780 that comes to mind is when I imported one particular avatar its butt would stick out 137 0:10:53.780 --> 0:10:57.860 right it was like almost having a hunch back but it was because the butt was just stuck 138 0:10:57.860 --> 0:11:02.360 out too much and I went to Delirious Jacks community member here and I just said like 139 0:11:02.360 --> 0:11:08.100 I think you fixed the butt sticking for someone else do you mind having a look and they said 140 0:11:08.100 --> 0:11:11.740 I don't know how to fix it but I'll work on it with you and we just played with a bunch 141 0:11:11.740 --> 0:11:19.420 of settings and then my butt was unstuck out there's also a github issue by what's that 142 0:11:19.420 --> 0:11:24.820 like bright color Diwali that has eye tracking I can't remember their name anyway they made 143 0:11:24.820 --> 0:11:32.460 a github issue which had some recommended default value changes so they were like proposing 144 0:11:32.460 --> 0:11:39.500 that Neos make changes to the default values for your IK to fix some issues that they noticed 145 0:11:39.500 --> 0:11:47.380 I point people towards those because we can't implement those by ourselves right now because 146 0:11:47.380 --> 0:11:51.940 we're not sure on the implications for all avatars but if you make those changes and 147 0:11:51.940 --> 0:11:58.220 you have good use with them then fantastic and make sure to thank them yeah properties 148 0:11:58.220 --> 0:12:02.220 linked it thank you so much it's it's Grox yeah I was right the colorful of Ali without 149 0:12:02.220 --> 0:12:07.700 with eye tracking they're all they're all named sort of like approximately okay you 150 0:12:07.700 --> 0:12:12.620 know I'm just looking at the issue now like body rot stiffness basically means like the 151 0:12:12.620 --> 0:12:18.500 rotation stiffness but it isn't clear to me like what I should edit that to like compare 152 0:12:18.500 --> 0:12:23.460 that to say like temperature right and you can turn the degrees up on your thermostat 153 0:12:23.460 --> 0:12:30.140 to be hot or cold that's really obvious what you want to do the same with maybe you know 154 0:12:30.140 --> 0:12:34.580 like a faucet you know you want to turn it like I want more water or less water but like 155 0:12:34.580 --> 0:12:40.580 with this when you change these numbers it's like I don't know 0.1 is better I care yay 156 0:12:40.580 --> 0:12:48.700 and 0.15 is Cthulhu basically so you just don't know you just gotta play with them it 157 0:12:48.700 --> 0:12:55.700 depends on your on your exact avatar so we'll move on I would love to get all of those documented 158 0:12:55.700 --> 0:12:59.900 I would love for like I love like a video of them actually I you know if someone was 159 0:12:59.900 --> 0:13:05.780 basically just like went through them all in turn and was like here is body rotate stiffness 160 0:13:05.780 --> 0:13:09.620 if you said it low you'll look like this if you said it high you look like this we recommend 161 0:13:09.620 --> 0:13:13.140 it looking like this I'd love that kind of video of course that would probably need to 162 0:13:13.140 --> 0:13:18.140 be done for like most avatar types and what I mean by that is like of course most of us 163 0:13:18.140 --> 0:13:22.240 are humanoids still but like there's different sort of ways of doing humanoid hence the sort 164 0:13:22.240 --> 0:13:28.340 of butt sticking out problem also stuff like that so it might be good to sort of have recommendations 165 0:13:28.340 --> 0:13:33.580 based on certain avatars based on that so my advice there is basically play with it 166 0:13:33.580 --> 0:13:37.980 just have fun there's so much there though if you if you're frustrated with the IK like 167 0:13:37.980 --> 0:13:41.620 unless you've played with all of those settings be a little bit less frustrated I mean still 168 0:13:41.620 --> 0:13:45.220 be frustrated because the settings already up juice but what I mean by that is I can't 169 0:13:45.220 --> 0:13:50.340 change this maybe you can please try I have no idea how half the work Bean has another 170 0:13:50.340 --> 0:13:54.580 idea thank you I got idea for some things they say for the building and drawing in desktop 171 0:13:54.580 --> 0:13:58.860 mode it would act like a puppet from a little big planet you can control the cursor directly 172 0:13:58.860 --> 0:14:02.780 with a line corresponding connecting occurs to the avatar you can choose to draw with 173 0:14:02.780 --> 0:14:06.620 the mouse or with the movement keys or to follow a layer based system unless you present 174 0:14:06.620 --> 0:14:10.500 key to set it freeform so the avatar system and the clipping issues have a tool they would 175 0:14:10.500 --> 0:14:15.620 posture editor yeah postured it's a really good thing I think we need more sort of in-built 176 0:14:15.620 --> 0:14:23.940 avatar tools so like for a bunch of like users they they set up systems by themselves I'm 177 0:14:23.940 --> 0:14:28.300 trying to think of example so gestures is a good example like Neos could have an in-built 178 0:14:28.300 --> 0:14:34.220 gesture editor the sort of like head pat logics with activities blend shapes we could have 179 0:14:34.220 --> 0:14:40.420 that built-in poses animations and gates we could have like a really smooth UI for that 180 0:14:40.420 --> 0:14:44.740 we could also have presets for the gate system you know when you set up your avatar there's 181 0:14:44.740 --> 0:14:48.260 like a question I don't know about the UI but like maybe there's like a sort of questionnaire 182 0:14:48.260 --> 0:14:54.180 and it's like do you want your avatar to move heavy plodding like they're a large you know 183 0:14:54.180 --> 0:14:58.860 just thinking of like a large boss from Dark Souls you want to move like a large box from 184 0:14:58.860 --> 0:15:02.940 Dark Souls or do you want them to move like a ballerina right and go between those two 185 0:15:02.940 --> 0:15:09.020 options and see how they move we could even do an animation of your avatar similar to 186 0:15:09.020 --> 0:15:12.840 how the full body tracker does where it's in front of you and just walking on a treadmill 187 0:15:12.840 --> 0:15:16.740 and say like ah do you want to tweak it walk it on a treadmill walk on a treadmill I actually 188 0:15:16.740 --> 0:15:20.700 have a world where you hit a button it duplicates your avatar and walks you on a treadmill I 189 0:15:20.700 --> 0:15:25.420 just haven't like released that that was called my gate editor world I just haven't finished 190 0:15:25.420 --> 0:15:32.580 it um uh then going for the the drawing have you tried the free camera mode it sounds similar 191 0:15:32.580 --> 0:15:35.400 like I haven't played a little bit planet I did want to play a little bit planet but 192 0:15:35.400 --> 0:15:40.700 like I couldn't afford a ps3 so I skipped ps3 I could afford a ps4 sat next to me I 193 0:15:40.700 --> 0:15:45.100 haven't used it in like three years but it sat next to me um it sounds a little bit like 194 0:15:45.100 --> 0:15:49.460 the free camera mode the layering system for drawing is is interesting there are tools 195 0:15:49.460 --> 0:15:52.820 that can kind of help you with that but a lot of those tools don't work too well in 196 0:15:52.820 --> 0:15:58.620 desktop I'll certainly take a look at that feedback um scrolling down past the uh gligrocks 197 0:15:58.620 --> 0:16:03.020 issue uh I'd like to pose a sort of benchmark when they're in those changes new performance 198 0:16:03.020 --> 0:16:08.620 wise I don't think we need like performance testing with those VR um ik changes none of 199 0:16:08.620 --> 0:16:13.660 those should have performance uh benefits or improvements or anything like that um basically 200 0:16:13.660 --> 0:16:17.940 all those values that you're editing are already being calculated every step and every movement 201 0:16:17.940 --> 0:16:21.380 um so changing them doesn't really change how fast the calculation takes it just changes 202 0:16:21.380 --> 0:16:26.140 what the the animation looks like um I know if it wants to do a bunch of um updates to 203 0:16:26.140 --> 0:16:31.300 the ik system anyway that is where the performance lies um that's also a lot of cases that happens 204 0:16:31.300 --> 0:16:35.340 with a lot of other things as well people worry too much about stuff which we can fix 205 0:16:35.340 --> 0:16:41.900 for them they're like this node is is kind of bad like well we can fix it like maybe 206 0:16:41.900 --> 0:16:45.860 don't avoid it we can fix it please open an issue let us know that there's a problem with 207 0:16:45.860 --> 0:16:53.340 that node uh unnamed cyborg cat says um can one import dot blend files into neos yes um 208 0:16:53.340 --> 0:16:59.620 uh usually what will happen there is uh when you do that neos will try to find your blender 209 0:16:59.620 --> 0:17:03.140 installation so make sure you have blender installed if you can't find your blender installation 210 0:17:03.140 --> 0:17:08.000 I don't think it works so maybe it'll do a full back um and then it will basically like 211 0:17:08.000 --> 0:17:13.820 run a command line program with a version of blender to export that as an fpx file but 212 0:17:13.820 --> 0:17:18.140 you can do it um you might have mixed results doing it I know some people like doing it 213 0:17:18.140 --> 0:17:20.820 because it works for them I don't know some people don't like it because it doesn't work 214 0:17:20.820 --> 0:17:25.060 for them just just try it out uh Tony says is there a way to disable ik when in full 215 0:17:25.060 --> 0:17:30.660 body not sure um you do still need some of it and the reason why you still need some 216 0:17:30.660 --> 0:17:36.580 of it is because with ik um we can say hey your foot is here because we have your foot 217 0:17:36.580 --> 0:17:43.060 tracker but that doesn't mean we know where your knee is so we need to inverse kinematics 218 0:17:43.060 --> 0:17:47.380 where your knee is or where your hip joint is and yeah you might have trackers for all 219 0:17:47.380 --> 0:17:53.820 those places but like there's still calculations that need to be done moving forwards elm elm 220 0:17:53.820 --> 0:17:58.000 now says no says uh is it possible to kick something if you're tracking over foot yes 221 0:17:58.000 --> 0:18:04.500 uh you could set that up um there are like there are colliders on your feet but they're 222 0:18:04.500 --> 0:18:10.940 not like defaultly set up to interact like that you would need to um add some custom 223 0:18:10.940 --> 0:18:15.420 stuff to that um you would probably need to put an active collider on your foot I'm gonna 224 0:18:15.420 --> 0:18:19.260 say this now I'm gonna say this forever because people keep mistaking this active colliders 225 0:18:19.260 --> 0:18:24.900 are fine provided you follow like a couple of uh assurances you'll be absolutely fine 226 0:18:24.900 --> 0:18:29.660 don't worry about them too much um but yeah it's possible to set up but not like easy 227 0:18:29.660 --> 0:18:33.860 to explain how to set up uh particularly when we don't have physics like once we have physics 228 0:18:33.860 --> 0:18:36.780 I believe we'll see much more of that stuff because we'll have people playing football 229 0:18:36.780 --> 0:18:45.740 and stuff like that uh moving onwards ah yes so froppy says uh f6 is free cam um neota 230 0:18:45.740 --> 0:18:50.140 shop is uh also an option I'm sure if you know about that bean um so go to essential 231 0:18:50.140 --> 0:18:53.780 tools polylogics tools and then go through the options there one's called poly uh called 232 0:18:53.780 --> 0:18:58.500 for uh neota shop and there's a picture from froppy probably so helpful everyone everyone 233 0:18:58.500 --> 0:19:02.980 like everyone given a round of what's the froppy gunn griffin asks what's the best way 234 0:19:02.980 --> 0:19:07.920 to invert a boolean using components I'm not sure I wouldn't use components oh you can 235 0:19:07.920 --> 0:19:13.580 use a boolean value driver um boolean value driver bool and that way you can do it sometimes 236 0:19:13.580 --> 0:19:20.300 I do do that but I don't usually try to do it because it's a bit like finicky um so boolean 237 0:19:20.300 --> 0:19:26.860 value driver bool has the state variable and then a true value and a false value so for 238 0:19:26.860 --> 0:19:31.500 the true value you do off for the false value you do on and then you effectively invert 239 0:19:31.500 --> 0:19:37.320 it froppy again who needs a another round of applause uh and then we have another question 240 0:19:37.320 --> 0:19:42.500 from renamed from an fd hater to unnamed cyborg cat does need to have a traditional programming 241 0:19:42.500 --> 0:19:46.940 which just logics just logics right now we might have a text-based language at some point 242 0:19:46.940 --> 0:19:50.940 um you can look at our plugin system if you wish to write actual code but right now it's 243 0:19:50.940 --> 0:19:55.060 just logics I didn't mention this clearly before but I do need to leave directly at 244 0:19:55.060 --> 0:19:59.300 half past so uh make sure you keep your eye on the time we've got two more minutes for 245 0:19:59.300 --> 0:20:04.380 questions I want to say like quinn it's like what's a quinnit uh bean says I should probably 246 0:20:04.380 --> 0:20:07.520 do a stream one day showing how a little bit planet does level building I could emulate 247 0:20:07.520 --> 0:20:11.720 it uh yeah if you send me a video like drop it into my dms I'll take a look and then maybe 248 0:20:11.720 --> 0:20:15.340 we can uh figure out a solution for you the reason for the tight schedule I'm apartment 249 0:20:15.340 --> 0:20:19.900 hunting right now and I need to get back to it otherwise I'll be homeless I mean I won't 250 0:20:19.900 --> 0:20:23.520 be like I can afford home apartments and everything like that it's just my lease is running out 251 0:20:23.520 --> 0:20:27.220 and I don't have a new lease that's all folks if you have questions please feel free to 252 0:20:27.220 --> 0:20:31.780 drop them in my dms and I'll get back to you as soon as I can see you again next week and 253 0:20:31.780 --> 0:20:57.980 I'll post this on sound later bye-bye