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Magic Mouths: still pretty limited without Sackbots?
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Hey folks. I have some questions about Magic Mouths that aren't attached to Sackbots. You know, those old fashioned ones on dudes you make from scratch. 1. What on earth is the "ducker" feature? Something about how it mixes the audio during movies? 2. Is it possible to get a single mouth to speak multiple lines of dialogue? I know how to use "one shot" to link up multiple mouths, but it seems to me that the mouth only moves its lips during the first one. 3. If it is possible to get a single mouth to speak multiple lines (and move its lips for all of them) then is it also possible to trigger separate lines at different times? For example, Bob says something when you walk up to him, walks to the side, and then says something else. He follows you to a different location and finally says a third line. Now call me old fashioned, but I prefer to make my own "characters" and not use these new-fangled Sackbots if I can. There's something about making my own silly animated dudes that I enjoy. Problem is that old fashioned Magic Mouths don't seem to benefit from Sequencers, Microchips, Selectors, logic, or anything else. There's just a single input, and a single line of dialogue built into it (with others linked but invisible). Thanks a billion. This really seems to be the true home of LittleBigPlanet. | 2011-01-26 06:53:00 Author: Giant Cheeseburger Posts: 9 |
1. I believe the "Ducker" fades out everything that isn't the selected sound bit. For example, turning Ducker to On when a Magic Mouth speaks will cause the background music and sound effects to partially fade out until the Magic Mouth is done speaking. 2. I think you should "one shot" the first Magic Mouth, then link that Magic Mouth to the next one. Is that what you're doing, or are you linking the "one shot" to all the Magic Mouths? 3. You can do that by either using the Sequencer Tool, Movie Camera, or with Timers. It depends on what you want... Using the Movie Camera tool will allow you to change both duologue lines and camera angles simultaneously, by linking said Movie Camera to the next Magic Mouth & Movie Camera. I hope I answered at least some of your questions! | 2011-01-26 07:00:00 Author: aer0blue Posts: 1603 |
Thank you aeroblue. I have been "chaining" them together, that much works. You see the first one, then the next, then the next, every time you press circle. The problem I'm finding is that the lips only move for the first one, you know? So Bob says, "Hi my name is Bob" and his mouth moves, but when he says, "Let's go for a stroll!" his lips stay still. Not a big deal, but it doesn't look right. As for #3 there... Are you saying that I set the "movie camera" option on the Magic Mouth to yes? Or are you saying that I place an actual Movie Camera and hook it up to the input of the Magic Mouth? I didn't know Movie Cameras had outputs? The real issue I'm having is that there's only one input on a mouth, so it can only be activated one time. Maybe I haven't understood Movie Cameras... I'll have to take a closer look. I'll come back and update in case anyone else is curious too. | 2011-01-26 07:21:00 Author: Giant Cheeseburger Posts: 9 |
So, chaining them together causes the second (and third, and forth, and so on) one to not move... Hmmm. What if you try this: Magic Mouth > Timer > Magic Mouth > Timer > Magic Mouth The Timers being set to 0.1s. I don't know if that will work, but the idea is that there will be an actual "pause" between each Magic Mouth, even if it is only 0.1 seconds long. And, yup, Movie Cameras have outputs, so once their active time ends, the next "chained" event happens, whether it is a linked Magic Mouth or another Movie Camera. Handy stuff. :] Go mess around with them. If the issue is that the Magic Mouth gets activated only once, then place the Magic Mouth within a Microchip. Afterward, have the output of the Movie Camera reset the microchip itself. I'm pretty sure that will work. I hope I made sense. lol | 2011-01-26 10:19:00 Author: aer0blue Posts: 1603 |
Not quite. The problem is not getting the subsequent mouths to activate -- or that the subsequent mouths' lips don't move -- the thing I would like is if, every time the subsequent 'chained' mouths were activated, they would actually cause the FIRST mouth to move. You know, so that it looks to the player as if it's one mouth saying multiple lines of text. The 2nd and 3rd mouths will move their lips, but they don't activate the first mouth. That seems obvious I guess, but I was hoping to get the FIRST mouth to move every time. Sackbots have the behavior switchboard that makes it easy to activate different lines when you want, and the Sackbot himself moves its lips every time. But with the basic Magic Mouth, it seems there is no way to make the first mouth in the chain (the one attached to the face, the one that will be visible when you play) to move its lips each time. The word bubbles also "point" to the subsequent mouths, not the original. Even though you can shrink the mouths and put them close to the first one, I was hoping for a built-in feature to support multiple lines from the same mouth. Your advice was helpful but unless I'm missing something altogether, the visible mouth will only move its lips for its own line, not the chained ones. Using Sackbots is much easier and more robust, but I like making my own characters and I was hoping I could turn them into more interesting actors if I got clever. | 2011-01-26 11:32:00 Author: Giant Cheeseburger Posts: 9 |
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