Tabletop Simulator

Tabletop Simulator

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Akmotu Mar 22, 2016 @ 8:20am
Suspend objects in mid-air w/o Lock
Is there a way to suspend objects above the table and not use the Lock feature? So far, that's the only way I've found to keep things above the table. Like various floors of a tower or a multilevel dungeon.
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Showing 1-15 of 19 comments
TDuncker Mar 22, 2016 @ 8:27am 
Not that I know of. Though, what's wrong with the lock feature?
Akmotu Mar 22, 2016 @ 8:51am 
Because I use a table for building and a table for playing. If I suspend an object and lock it, it's fine, on that table. But in order to move it from the building table to the gaming table, I have to unlock it. If a piece that is suspended is unlocked, it falls.
Sepp Mar 22, 2016 @ 9:31am 
im not sure what you are describing, but you can disable gravity on objects so they wont fall when you unlock them.
TDuncker Mar 22, 2016 @ 10:40am 
Build the buildning on a plate and lock everything on it, then just move the plate.
Almega Mar 22, 2016 @ 2:01pm 
The plate Idea is a good one, but I don't think it will work if you lock the other pieces. You may be able to get what you want out of jointing them to a plate, but the limitations of joints probably wont allow for as many pieces as you want to move.
Almega Mar 22, 2016 @ 2:09pm 
Jake are you describing a GM table next to the game table or a completely different save which you use to store your dungeon and copy it over when you need it.
TDuncker Mar 22, 2016 @ 2:27pm 
Originally posted by Almega:
The plate Idea is a good one, but I don't think it will work if you lock the other pieces. You may be able to get what you want out of jointing them to a plate, but the limitations of joints probably wont allow for as many pieces as you want to move.

Why do you think it won't work?
Almega Mar 22, 2016 @ 2:34pm 
Originally posted by TDuncker™:
Originally posted by Almega:
The plate Idea is a good one, but I don't think it will work if you lock the other pieces. You may be able to get what you want out of jointing them to a plate, but the limitations of joints probably wont allow for as many pieces as you want to move.

Why do you think it won't work?
Correct me if I'm wrong but you cant really lock an item to the plate. When you lock an item it is independently locked in place and moving the plate would simply pass through the other objects without moving them.
TDuncker Mar 22, 2016 @ 3:03pm 
Originally posted by Almega:
Originally posted by TDuncker™:

Why do you think it won't work?
Correct me if I'm wrong but you cant really lock an item to the plate. When you lock an item it is independently locked in place and moving the plate would simply pass through the other objects without moving them.

Nah, you're right. Not sure what I was thinking.
Knil  [developer] Mar 22, 2016 @ 3:19pm 
You can use joints to attach the objects to a locked object.
Akmotu Mar 22, 2016 @ 3:33pm 
Basically what I'm looking to do is run a D&D campaign.

Option 1: A static table setup where I import new "modeled maps" for each location the players visit. In this version, player resources would be static and maps would change. (Not refering to custom images for tables)

Option 2: Create separate tables for each location. But then I can't think of how to create persistent player resources like HP, character sheets and the like. From what I've seen, if you make an item "persistent" and load it into another table with identical items, it breaks the game. If you delete a persistent item, it ceases to function all together.

The sheet ambiguity of how I have to phrase these posts shows me that TTS is clearly not the system I was hoping it could be for D&D. With no consistent Player/DM management built into the interface, it's just real pretty but not too functional.

Also the various limitations of grouping, selection limits and lack of resource management also hinder this platform as a SERIOUS D&D option.

But, my gf had a great suggestion of just using TTS for one-off encounter locations, like BBEG lairs and the like.

Such a shame.

We really need the game management of Fantasy Grounds with an enhanced, more functional version of TTS and I think the RPG community would really have something.

No one seems to want to make it.

Thanks all for trying to help. I've resigned the idea and I'm sticking with FG for now.
Akmotu Mar 22, 2016 @ 3:35pm 
Originally posted by Knil:
You can use joints to attach the objects to a locked object.

This is very clunky. The dynamics insist on letting every piece jiggle a little bit. And since the models are "dropped" from a height when brought in, my complex map setup is ruined. The pieces all click together and jostle around. Yeah, I get it, it's 3D physics, but sometimes, I just need to simply copy and paste without the need of animation.

There's a time and a place for it.

If I arrange a bunch of object across the table, I need an option where I can select all the pieces (regardless of how many there are) and to create a new object. Not a linked object, where it jostles when you move it, but an actual object or a group.

So far as I can tell, you can't select a bunch of objects and group them (except for chips, you can group chips. I guess because they stack). IDK, it all seems counterintuitive.

This is a great start. But it's not quite there yet.
Last edited by Akmotu; Mar 22, 2016 @ 3:56pm
Akmotu Mar 22, 2016 @ 3:40pm 
Originally posted by Almega:
Jake are you describing a GM table next to the game table or a completely different save which you use to store your dungeon and copy it over when you need it.

I'm attempted to have all the maps I need for a campaign where I can simply drop them onto my table. I see everyone has various "D&D Table Setups" and some are better than others. But what I want to do is create a gaming table setup for my group (character sheets, dice, tokens, counters, clickers, all the crap we'll need to play), then either drop in new object built maps (not the custom image maps) or load to new maps where all the player resources carry over to the new table where the map was made.

Doesn't seem like either are doable in a simple to do fashion.

I can load the map, but then the character info doesn't carry over.

Think mid-adventure, the characters move to a new map. But they still have conditions, used spells and missing HP. The current character state needs to transfer over to the new map. OR, I need to bring a new map to the original table.

At the moment, this is not easy, or simple.
Almega Mar 22, 2016 @ 4:56pm 
I feel your frustration, I don't think you'll find anything to match the functionality of Fantasy Grounds and I've heard that they are working on implementing 3D map support. The aesthetics here come at a big cost to that functionality and a high degree of clunkyness. And I get that this might not work for what you are trying to do. TTS works well for me around a live table where we can manage character sheets outside of the program.

Now that I get what you are trying to do I think some people have made workarounds for some of your problems. I've heard of people using google docs on the tablets which will save to the cloud and keep your character info even if you change tables.

Another workaround for moving in objects that are additions to the map you are working on would be to make them where you want them and hide them in a hidden zone, or do the same in an unused area of the table or even vertically elevated from where you would put it.. Another option would be to put them on a separate table locked in the exact location where you would want them to be. When you want to bring them over load the building table up and make the items persistent, when you switch back to your gaming table they should come in exactly where you placed them with no jiggling. Of course, this would only work if you can get around the changing tables issue.
Last edited by Almega; Mar 22, 2016 @ 5:05pm
Almega Mar 22, 2016 @ 5:01pm 
Originally posted by Knil:
You can use joints to attach the objects to a locked object.

Where can I learn more about the joint tool. I've seen people do impressive things with it. The knowledgebase article is pretty superficial
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Date Posted: Mar 22, 2016 @ 8:20am
Posts: 19