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#1

Animation Help Here

Archive: 6 posts


Alright, a lot of people wonder how media molecule was able to make those cool animations in their story levels such as the Negativitrons Pink Rays or the labels in Factory of a better tomorrow. Well listen carfully, because I'm going to explain Step by Step on how to do them.

IMPORTANT : Holograms need a dark backround to be in front of such as a square rubber block behind the holograms, if there isn't a backround then the holograms are hard to see.

TIP : holograms can be triggered on and off, which means if the holograms trigger is ON it will be showing and if the holograms trigger is OFF then it will be invisible.

In CREATE mode, when holograms are triggered OFF, they appear Grey, but in PLAY mode, they're invisible. So don't freak out if you have all of these confusing grey holograms. TIP : Use the PREVIEW feature in CREATE mode to see what your holograms will look like in play mode. (Press Start and it should be under the Grid section)

IMPORTANT : Holograms are able to have STICKERS on them that light up, so it may be wise to do your artwork, take a picture of it, place it on a hologram and Cut-Out the edges.

Anyways the first thing you need to do is make the different versions of the Holograms that will animate say 1 stickman hologram with his arms up, then the other stickman hologram with his hands down, these are called SPRITES. You can have as many Sprites as you want in your animation.

The next thing to do is to spread your Sprites apart from eachother, then get a SEQUENCER (In the Advanced Logic Section) then go into its Microchip (press R1 on the sequencer to open the microchip) and place BATTERIES (Basic Logic section) in the Microchip. For every SPRITE you have, you place a BATTERY (2 sprites = 2 batteries on the sequencer).

The BATTERIES need to be arranged in a matter where one battery triggers after the other. So perhaps you could place them UP, DOWN, UP, DOWN etc. and leave Half a space in between each one.

Here's an example of how it may look (B's represent Batteries)
|B B B B |
| B B B B|

Next, connect the BATTERY to its proper SPRITE.

Now edit your Sequencer (Press the Square button) and you are now able to change the SPEED of the animation and whether or not you want it to REPEAT (Toggle the LOOP feature)

Turn your Sequencer on, Turn Preview on, and Check out your new Animation!

Hope this helps
2011-01-22 18:31:00

Author:
BillyMays
Posts: 67


Epic, i always thought of how i would do it... Thanks mate2011-01-22 19:07:00

Author:
Unknown User


oh nice one, never thought of this technique before, i always used the selector technique myself :
1 place a micrichip and put a selector and a timer on it
2 put the timers output into its own reset input and also into the cycle input of the selector
3 link the outputs of the selector into your sprites and bingo!

the advantage of this technique is that by tweaking the timer settings you can choose exactly how long you want each sprite/frame to be shown for without having to use timers and positional settings in the sequencer
2011-01-22 22:56:00

Author:
Skalio-
Posts: 920


Doing them on a sequencer would enable music based animations.2011-01-23 18:13:00

Author:
EinRobot
Posts: 739


what about animatons that don't already have the holo material spawned? Like for fighting games2011-01-23 18:29:00

Author:
jonlolz
Posts: 155


for fighting games (i suppose you mean for moves like hadouken and such) then you can just emit the animated holo with the microchip full of logic and it should start playing as soon as its emitted2011-01-23 20:03:00

Author:
Skalio-
Posts: 920


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