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#1

What's wrong with local space?!

Archive: 5 posts


So when the beta first came out, you could set a game camera to local space and it would turn your pov to match the position of the camera. Basically, whichever way was UP to the camera object was UP on your screen. One of the beta patches screwed it up so that when the camera is pointed toward true up or true down, the camera will point the right way, but if it's pointed to true left or true right, the camera's UP will be DOWN on the screen. Is there any way to make it behave the way it's supposed to or did Mm forget to patch this bug?

Note that if you set a movie camera to local space, it works exactly like it's supposed to... but that's no good for trying to give players their own cameras in versus mode.
2011-01-23 21:26:00

Author:
Sehven
Posts: 2188


Gah. I ran into this bug and I came up with a solution, but I'm having trouble with the solution, so I came to ask for help.

First of all, it's good to know that this is, unequivocally, a bug, and should be fixed eventually.

What I'm doing is creating a gravity-controlling sackbot that can change the direction of gravity to any of the cardinal directions. The camera's supposed to change accordingly. I've got it all done, except the camera for left and right is... dumb. The way I make it reversed is this: On my sackbot, I have not only four states for up/down/left/right, but I have two others for flipping this, an up/down state and a left/right state. If up/down is on I use a normal camera and all is well. If left/right is on I reroute it to an upside-down camera and it's essentially corrected.

However, this is my problem: The left-right camera (which is upside down, to invert the directions) is tilted by a little bit, and it looks awful. The worst part about this is, when you're setting a camera view and rotating it with R1 and R2, it even has a "snap-to" point at 180 degrees upside down. But it's broken, I think. It snaps to that and ostensibly it's straight, but when you actually use the camera, it's tilted, like the "snap-to" had no effect.

So, I think the snapping feature of the camera view settings is broken. It has to be, because if I use a rightside-up camera, it's perfectly flush (just inverted, as stated in the original post). It's not tiled by like 5 degrees, as an upside down camera is.

Anyone experienced this problem, or solved it? Right now I'm trying to get it set flush, but it's really difficult. The snap-to makes it excruciating since it's broken and you can't tell when it's straight (because it always looks straight, even when it's not).
2011-03-12 10:46:00

Author:
Unknown User


Unfortunately I never found a solution and I've abandoned local space cameras until Mm gets around to patching it. I wonder, though, if you could solve your particular problem by rotating the camera a smidgen--not the camera object, but when you set the camera's zoom, you could adjust the angle with L1/L2 to straighten it out.2011-03-12 11:24:00

Author:
Sehven
Posts: 2188


I've been messing with that, but I can't get it dead on. It's really frustrating to know this wasn't even necessary before a certain patch, haha. It doesn't work the way I feel like it should. It's got a slight clockwise tilt, so I rotate the camera counterclockwise... but then it has more of a clockwise tilt. It shouldn't be reversed, since it has rotational symmetry... but what the hell, I try rotating it clockwise... and it has even more clockwise tilt. XD I think it's pretty broken.2011-03-12 11:33:00

Author:
Unknown User


I haven't used the rotate options at all (other than when I accidentally push the wrong button) so I don't know much about how they work. Can you turn off local space and just rotate the camera 90 degrees?2011-03-12 11:42:00

Author:
Sehven
Posts: 2188


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