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Cinematic Camera

Archive: 8 posts


I am not clear on the exact purpose of the cinematic camera, and of keeping it seperate from the regular camera.

It seems like the transition options and the ability to focus the camera away from sackboy would be useful on the regular camera as well.

Also, is it possible to get rid of those fugly black bars at the top and bottom of the screen when using the cinematic camera? I would like to be able to create, say, remote controlled vehicles that the camera follows without black bars and without looking like a cutscene.
2010-10-08 16:43:00

Author:
thor
Posts: 388


Also, is it possible to get rid of those fugly black bars at the top and bottom of the screen when using the cinematic camera?

I'm pretty sure that you can.
2010-10-08 16:46:00

Author:
X-FROGBOY-X
Posts: 1800


Yes you can rid of letterbox by allowing player to control.

Game camera:

Can be only trigger by sackboy entering the trigger area and effect of it removed by sackboy leaveing, on/off input only turn on/off the camera but still it need to be triggered by player.

Cinematic camera:

It works more like magic mouth, it's triggered by input or trigger area, same as magic mouth. You set time of transition to triggered camera and time of hold of that camera (for example you set it for 5s, it will view that camera for 5s) when hold time is over it's like pressing cycle in magic mouth, camera is turned of and one shot is send via output (so you can chain them with magic mouths, other cameras and other logic components and have full cut scene) . You can set hold time to infinite so it will stay on that camera forever (i didn't yet check what happens when camera get destroyed). There also extra camera option like flatness or FOV of camera vision, also there option to make cinematic on player camera (letterbox and transition on original player camera)

Both cameras have compliantly different control system, it's like comparing pistons to followers
2010-10-08 18:44:00

Author:
Shadowriver
Posts: 3991


Though, by using the cinematic camera wisely, you can make it a better version of the game camera. The game camera is mainly there as it's needed for the forward compatibility.2010-10-08 18:47:00

Author:
Kog
Posts: 2358


Though, by using the cinematic camera wisely, you can make it a better version of the game camera. The game camera is mainly there as it's needed for the forward compatibility.

And ease of use, I suppose?
2010-10-08 19:48:00

Author:
crazymario
Posts: 657


Though, by using the cinematic camera wisely, you can make it a better version of the game camera. The game camera is mainly there as it's needed for the forward compatibility.

Well i don't think so, cinematic camera don't have % player tracking, so it's still superior gameplay/platforming wise in that case and it's much easier to set-up ;]

Besides, if they put game camera mainly for backward compatibility they would not place it in popit in first place, you may not know but in LBP1 level they don't replace any old element with new one, there still old version of the elements out there with limited possibilities
2010-10-08 21:06:00

Author:
Shadowriver
Posts: 3991


So, you can link mouths to cameras to have a video with subtitles?2010-10-10 02:19:00

Author:
tomodon246
Posts: 624


Close, you need to trigger camera and magic mouth with text you want to display with it at once. Camera and mouth sends one-shot then they stop functioning, so you can divide cut-scene in to steps:

-Camera, when hold times is ended
-Magic Mouth- when cloud be turned off for some reason or player press cycle

Depending on what you gonna use you choose if player (magic mouth) control cut-scene stepping or time (camera or timer), you simply plug next step of cut-scenes to last step element that triggers next step. When you work with this technique you got feeling you work on PowerPoint
2010-10-10 03:57:00

Author:
Shadowriver
Posts: 3991


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