Tabletop Simulator

Tabletop Simulator

Figurines with limited gizmo controls.
16 Comments
Agonos 15 Mar, 2021 @ 8:24am 
Hello. You should I think create a little video tutorial because I think everything is not very clear. Thank you
Deadlite 4 Feb, 2021 @ 5:13pm 
really wish it worked
shadowyblade 25 May, 2020 @ 10:15pm 
I'm probably doing it wrong, but I can't get the remote camera screen to connect to the camera. The camera itself seems to work, but I have no effective way to view its POV.
GamerESP 2 Jun, 2019 @ 6:16pm 
DONT WORK
UmmonTL  [author] 12 May, 2018 @ 2:59am 
You could modify the button positions and sizes for each car individually, the script functionality wouldn't be affected. The other option is to read the scale-vector of the object with getScale() and adjust the button positions and sizes accordingly by multiplying them with the inverse of the appropriate scale factor.
Slartibartfast 11 May, 2018 @ 1:26pm 
I figured it out, The various cars are scaled differently. Do you know if theres anyway to get a script to ignore scaling?
Slartibartfast 11 May, 2018 @ 12:02pm 
So I'm trying to use this mod on a bunch of car models, but for some reason when i copy the script over from one car to another, the buttons are drastically different sizes and positions. Any idea why that is?
Lux 13 May, 2017 @ 5:57pm 
any reply on 2 cameras for 1 table?
Frosty 28 Jan, 2017 @ 6:59pm 
No one can check line of sight like Gaston!
UmmonTL  [author] 21 Jan, 2017 @ 10:41am 
I have only added the lua scripts and have nothing to do with the creation of the camera itself so you'd have to ask DeJMan about it. As it is my scripts wouldn't really support it either.
Cho Ku Rei 20 Jan, 2017 @ 6:29am 
Is there a way I can have two screens and two Cameras with two different view points?
darleth 17 Jan, 2017 @ 12:20am 
this is amazing...I love it...
UmmonTL  [author] 16 Jan, 2017 @ 4:11pm 
The rotation is defined in the camera script in the summoning function and it is relative to the object orientation. Changing the orientation of the model in blender would work or you could change the script.
What I noticed was that the image plane of the custom figurines is parallel to the default orientation so I have added a 90 degree rotation in the script. This seems to align with most of the default TTS models but not all of them sadly. Hence I made the camera controls for finetuning as needed. I might change it to where each figurine can store the desired camera location, that would however require people to customize the script on each figurine making it more tedious as well.
Baryonyx 16 Jan, 2017 @ 3:53pm 
Yes it works now. Maybe I just forgot to hit play then.
But one problem now is that the camera gets attached the wrong way. Is this tied to a certain direction that the model has in blender so I just need to reimport the models?
UmmonTL  [author] 16 Jan, 2017 @ 1:34pm 
That should be exactly how it works, you need to hit save&play in the lua editor after pasting the script. In any case I just added a script cloner that should make things easier.
Baryonyx 16 Jan, 2017 @ 12:25pm 
Very interesting functionality! Thanks for this!
How does one get the script to work with other figures? I tried copypasting the contents of the gaston figure's script to a different one and upon locking there were no buttons.