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Can anyone who owns LBP 2 beta explain how holographic material animations are made

Archive: 14 posts


As far as I see, LBP 2 allows us to create heroes that can face both directions (left and right), walk and jump (as seen in the you-tube video, Zelda hologram test). Does anyone have any idea about how this is done? I mean, I suggest that hologram animations are made by using a sequencer and activating holographic materials one after the other. However, I have no idea about how walking and jumping characters that are controlled via the controllinator are produced. Moreover, I know that the holographic material does not collide with other materials -i.e. it's untouchable-. If someone provides me with a simple tutorial, I'll be grateful...

Thanks a lot...
2010-11-11 13:24:00

Author:
terbas
Posts: 93


You're right about the activating materials in sequence. People use all sorts of setups for that, ranging from sequencers like you mentioned to cycling through selectors at 33 hertz via an XOR gate plugged into itself.

I think all collision routines would boil down to using an impact sensor on the hologram set to "include touching"; holo can detect collision against any level geometry, including other holo (see my top down shooters or my tank minigame)

The moving and jumping are all just hooking up the controllinator to movers. Movers are these new tools you can attach to give them velocity along an XY plane.

Moreover, a common method of detecting character collision against level geometry is to simulate where he wants to go and if that spot is not colliding with a wall, then the character will move. I've accomplished this in LBP using 2 pieces of holo - one taking up a normal layer glued to a thin one (holo can all occupy the same volume in 3D space btw), and the thin one bolted onto the character's main hitbox. (You can make the visuals of the character in the flat layer, but give him an invisible hitbox on the thick layer by setting the holo's brightness to 0%).

Then I placed a joystick rotator onto the thin piece, set its speed and acceleration extremely high and gave it the controllinator left stick up / down as inputs. Then in my movement routine, I check if that setup is colliding with a wall or not before moving the character in that direction. (Hooking up the controllinator's left stuck up/down to an advanced mover - in which you can isolate X/Y speed).

I hope that helps.
2010-11-11 14:09:00

Author:
Foofles
Posts: 2278


I was wondering this too. The way you describe it makes it out as really complicated, but I'm guessing it's easier to make than to explain?2010-11-11 14:36:00

Author:
Matimoo
Posts: 1027


Thanks a lot, Foofles. Your explanation gave me too much of an idea about how it's done. However, there is one point that I don't get. Do you have to define the collision characteristics of each frame? I mean, should the walking animation's each frame/piece be defined as interacting with the level geometry? Moeroever, do we have to link the controllinator to the sequencer to achieve a player-controlled "walking animation" and get a "moving/jumping sequencer" as a result? To define it more precisely, is it the sequencer -or the x or gate, or whichever tool is used to create the animation- that moves via the controllinator? And another point I didn't understand is the "stuck" analog stick. Can we send a permanent up/down or left/right signal to the controllinator without actually pushing into those directions by hand.

Sorry, if I sound confused. I have to admit that I don't have the beta. But I try to do my best to learn the most about it using the internet.

Thanks a lot...
2010-11-11 14:39:00

Author:
terbas
Posts: 93


Oops, that was a typo - meant stick, not stuck

No, the point I'm trying to make is that your collision and animation is separate - you only have one hitbox for the character the whole time, independent of the animation;

Let me explain with extremely awesome pictures! Give me 2 minutes...
2010-11-11 14:47:00

Author:
Foofles
Posts: 2278


cycling through selectors at 33 hertz via an XOR gate plugged into itself.

Firstly: 15Hz

Secondly, the XOR astable is kinda ugly, in the sense that it's off state is undefined - it could be outputting a TRUE, or it could be outputting an FALSE. Not a massive deal in the case of triggering a sequencer as states are irrelevant - you only care about edges, but in general terms, if you want a switchable astable, then a NAND (which has a resting state of TRUE) or a NOR (with resting state of FALSE) is probably your best bet. Alternatively, if you don't need switching, then simply use a NOT gate.


Yes, I do understand that I'm not doing anything to help explain this more easily....
2010-11-11 14:57:00

Author:
rtm223
Posts: 6497


OK you see here... er...

The character animations all occupy some space on the thin layer. You'd have to make them all frame by frame by hand and activate each frame in sequence, you can do this with batteries in a sequencer.

You can also glue to them to the thick layer hitbox (which is invisible in playmode) and you can give this hitbox any shape you want. Quads and circles seem to be easiest to work with.

You can plug any output of the controllinator into anything, so here I'm plugging the output of the left analog stick's horizontal motion into a mover, and we're moving the controller to the right. At this point the mover would move to the right, and if we use a directional splitter to isolate the direction, we can also set our "running right" animation.

The controllinator isn't directly moving anything, it's stimulating something called a "Mover" that can be activated by any other logic mechanism or none at all to be always on.
2010-11-11 14:58:00

Author:
Foofles
Posts: 2278


You never do, rtm. You could probably make turning a lightbulb on sound complicated. 2010-11-11 14:59:00

Author:
Syroc
Posts: 3193


You never do, rtm. You could probably make turning a lightbulb on sound complicated.

Well first you have to identify whether it's a screw or bayonet cap - and that's assuming it's a normal incandescent or energy-saving bulb, of course if it's halogen then that's a whole different kettle of fish....
2010-11-11 15:02:00

Author:
rtm223
Posts: 6497


Firstly: 15Hz

Well oopsies then I heard the number someplace but it did always seem slower.

I agree It is ugly and makes a huge mess but it exists, if someone were so inclined to do the selector and XOR route they could put the whole thing on a microchip and feed the XOR with a battery, and then activate the whole microchip on call ( as well as turning on the first slot of the selector) ...

... but sequencers seem so much neater and more modular.
2010-11-11 15:04:00

Author:
Foofles
Posts: 2278


OK you see here... er...

The character animations all occupy some space on the thin layer. You'd have to make them all frame by frame by hand and activate each frame in sequence, you can do this with batteries in a sequencer.

You can also glue to them to the thick layer hitbox (which is invisible in playmode) and you can give this hitbox any shape you want. Quads and circles seem to be easiest to work with.

You can plug any output of the controllinator into anything, so here I'm plugging the output of the left analog stick's horizontal motion into a mover, and we're moving the controller to the right. At this point the mover would move to the right, and if we use a directional splitter to isolate the direction, we can also set our "running right" animation.

The controllinator isn't directly moving anything, it's stimulating something called a "Mover" that can be activated by any other logic mechanism or none at all to be always on.

Thank you very much, for the visual explanation Foofles, much appreciated... And to all the other people answering, thanks a lot...
2010-11-11 16:02:00

Author:
terbas
Posts: 93


the easiest way ive found to animations in hologram material, and this can be hooked up to movers and whatever, is to put a selector and then put each selector output into the corresponding "frame", then you put a timer in to the cycle inpout of the selector and into its own reset, then you just edit the target time of the timer to choose how quickly you want the frames to advance. By gluing all frames together you can attach a mover which will move all at once, and attach whatever input (left thumbstick, right thumbstick, d-pd, or whatever) into the on/off input of the timer to activate it.

To put a direction changing system in place, simply (not very simply) put the exact same logic you already made into another microchip, but flip the images. Make each microchip activate by the directional inuput from your DCS that is controlling the mover. To make a jumping system you will have to rig up some movers to timers and such, (ive never tried this with hologram but its not too tricky with sackbots, and its probably the same) and attach X or whatever your jump_button is going to be to an upwards mover, then get a impact sensor to inverted and set it to the "active microchip" input of the microchip containing your sideways moving logic chips so it can be turned off when your character or whatever you are controlling is not in contact with the ground and also attach it to another microchip for your "in air/flight" animation which will be activated as soon as you leave the ground.

Hope that helped
2010-11-11 16:27:00

Author:
Skalio-
Posts: 920


Foofles, I see that "LittleBigPlanet 2 Beta - Maximum Carnage: Top Down Sci-Fi Shooter" is a great level... Is the hero made of holographic material? I can see at least that the hero stands on a cube or something, which I believe is the actual piece attached to the controllinator. Am I right?2010-11-11 17:05:00

Author:
terbas
Posts: 93


The black cube is the controllinator seat itself, it's a physical seat sort of thing. It can be made invisible but that might mess up some of the orientation. So the player's actual sackboy sits in it, it's not holo material.2010-11-11 21:39:00

Author:
Foofles
Posts: 2278


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