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how do you make objects float?
Archive: 17 posts
in create mode how do you make objects float? do you have to use dark and light matter, and what is the difference between the 2? | 2011-01-19 20:48:00 Author: STUDLYCableGuy Posts: 1 |
There is no difference between dark and light matter except the texture and animation. (The graphics). You can place an Anti Gravity Tweaker that is set to 100% on it. It's in Object Tweakers. Good luck! | 2011-01-19 20:50:00 Author: firstar Posts: 47 |
in create mode how do you make objects float? do you have to use dark and light matter, and what is the difference between the 2? No difference other than appearance. And no. You don't need to use DM this time around to make objects float. Can't for the life of me recall the name of the tool, but you can attached said tool to an object and tweak it to be 'floating'. EDIT: ^^ That's it, lol ^^ | 2011-01-19 20:51:00 Author: mnimmo1986 Posts: 552 |
in create mode how do you make objects float? A new option is to attach a Gravity Tweaker, and set Gravity to 0, and Dampening to 100%. do you have to use dark and light matter, and what is the difference between the 2? That option still works. The differences between the two materials is purely cosmetic. | 2011-01-19 20:53:00 Author: Aya042 Posts: 2870 |
There is a potential for thermo load if you use the gravity tweaker instead of DM or LM, because reportedly, the game engine still considers objects with a gravity tweak to be dynamic. My rule of thumb is to use a gravity tweaker if I intend to allow an object to move at some other point in time, and staple everything else with DM/LM. | 2011-01-19 21:08:00 Author: RoharDragontamer Posts: 397 |
in create mode how do you make objects float? do you have to use dark and light matter, and what is the difference between the 2? One of the nice things about light matter is that it doesn't have the extreme rounded edges that dark matter does...joins much nicer with other materials visually. | 2011-01-19 21:22:00 Author: Chazprime Posts: 587 |
I have a problem though, when I use a rotator on an object thats floating with 100% dampening, it doesn't work. It does work at 99% dampening though, however, when my character jumps on it, it slowly starts to sink down to the ground under the weight. How do I make something completely static in the air, that doesn't get moved by weight or anything else, yet still is able to rotate using a rotator? | 2012-01-29 05:25:00 Author: Unknown User |
There's a way. Place a white matter block (very small) behind the object. Use a bolt to connect the object to the white matter. No gravity tweak needed, now you can use rotators! | 2012-01-29 06:08:00 Author: Unknown User |
There's a way. Place a white matter block (very small) behind the object. Use a bolt to connect the object to the white matter. No gravity tweak needed, now you can use rotators! Yeah but see, what I'm doing requires not only the object to rotate, but also move left to right. I guess I can put a material behind the object and have that connected to a stiff piston, I just feel like it's going to look ugly and that it would be SO much easier if I could just make something static without halting all movement. There has to be a way using the microchip, I'm just too stupid to figure it out. | 2012-01-29 06:27:00 Author: Unknown User |
In the tweak menu for the anti-gravity tweaker, set anti-gravity to thirty, I believe, with a dampening of seventy. That should allow sackboy to interact with the object without repercussions, while still allowing the object to move/rotate. Someone please correct me if I'm wrong, but I'm pretty sure those are the settings my brother and I use. If that doesn't work for you, you could always try hiding the piston to give the illusion of floating. Either way, hope that helped! EDIT: Yeah, turns out this isn't what we use. It's 100% anti-gravity, 70% dampening, but when sackboy interacts with the object he's usually in a DCS. My bad. : | 2012-01-29 10:02:00 Author: Ninja_Gnome23 Posts: 198 |
In the tweak menu for the anti-gravity tweaker, set anti-gravity to thirty, I believe, with a dampening of seventy. That should allow sackboy to interact with the object without repercussions, while still allowing the object to move/rotate. Someone please correct me if I'm wrong, but I'm pretty sure those are the settings my brother and I use. If that doesn't work for you, you could always try hiding the piston to give the illusion of floating. Either way, hope that helped! Cool, I'll give it a shot. Appreciate the help | 2012-01-29 13:29:00 Author: Unknown User |
Put a follower on the rotating object make it follow a tag, set it's speed to 100 and accelration to 100 place the tag on some holo the spinning object will still spin and will stay aligned with the tag if you move the tag the spinning object will also move | 2012-01-29 13:41:00 Author: ForgottenEnigma Posts: 1414 |
I have a problem though, when I use a rotator on an object thats floating with 100% dampening, it doesn't work. It does work at 99% dampening though, however, when my character jumps on it, it slowly starts to sink down to the ground under the weight. How do I make something completely static in the air, that doesn't get moved by weight or anything else, yet still is able to rotate using a rotator? The best solution to this is to change the material you are using. Use 99% dampening but make sure that the object is made of stone or wood. It will hold it's position. If you use a lighter material (like cardboard for example) then it tends to slowly descend under the weight of sacky. It's the same if you want floatong platforms that move left/right up/down. | 2012-01-29 16:17:00 Author: Frogmeister Posts: 236 |
You can bolt the object to a small piece of something and make that something float using a tweaker set to 100 Dampening. When you want to move the object, just set it to another tweaker, 100% anti gravity and 0% (or more, but not too hight) dampening. Though bolts are a bit unpredictable, so Dav1d0's solution seems better : follower. | 2012-01-29 17:11:00 Author: Unknown User |
I actually figured out a way that worked, basically what I did was I have 2 anti gravity tweakers, one with 100% dampening and the other with 99%. I have a switch that activates the rotator, but when it's not on I have a not switch on the 100%, when it is on I have it switch over to the 99% and then when it's done, reset the counter that says it's on, which reverts back to the 100% dampening one... Phew. | 2012-01-29 22:49:00 Author: Unknown User |
As an addition to the info already given here, there are alternative ways to hold objects still: Want to keep moving an object but not rotate it? Your first choice would be a gyroscope. But if the angle of the object is not predetermined, you can also use a basic rotator set to 0 speed and 100% deceleration. This method will not stop the object from moving up or down like a 100% dampened antigrav tweaker would. In the same fashion, you can use a basic mover set to 0 speed and 100% deceration to stop the objects horizontal and vertical movement, but leave its rotation untouched. | 2012-01-30 10:36:00 Author: Antikris Posts: 1340 |
As an addition to the info already given here, there are alternative ways to hold objects still: Want to keep moving an object but not rotate it? Your first choice would be a gyroscope. But if the angle of the object is not predetermined, you can also use a basic rotator set to 0 speed and 100% deceleration. This method will not stop the object from moving up or down like a 100% dampened antigrav tweaker would. In the same fashion, you can use a basic mover set to 0 speed and 100% deceration to stop the objects horizontal and vertical movement, but leave its rotation untouched. Oh wow, I didn't even think of that, thanks! | 2012-01-31 17:17:00 Author: Unknown User |
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