: Start by choosing the character or object from the Object Tree that will "own" the new feature.
: To make your feature flexible, add parameters. For example, a distance parameter for a jump feature lets you decide how far the character jumps each time you call that method.
: Much like the absurd but "organized nonsense" found in Alice in Wonderland , your features should follow consistent internal rules so the animation feels deliberate rather than random. : Start by choosing the character or object
: Drag your newly created procedure into the myFirstMethod tab to see it in action. Use the on-line HELP facility if you encounter errors; it can even suggest legal inputs for specific points in your program. Tips for "Good" Features
: Drag and drop tiles from the Methods panel into the editor. You can combine basic movements (move, turn, roll) with control structures like "Do in order" or "Do together" to create complex actions. : Much like the absurd but "organized nonsense"
: In the Details Area , click on the "Procedures" tab and select "Create New Procedure." Give it a descriptive name like sayHello or jumpOverHole .
To prepare a good feature in —the educational 3D programming environment—you focus on creating a reusable "method" or "procedure" that defines a specific behavior for an object. This allows you to organize your code and make your animations more sophisticated and easier to manage. Key Steps to Build a Feature (Procedure) Tips for "Good" Features : Drag and drop
How to make a good bizarre, Alice in Wonderland style setting?