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Animated Sackbot's Arms Whilst Running

Archive: 7 posts


Ok so for a series of levels I'm working on the main character possesses a sword, I hooked it up to on a press of circle he swings his sword, there's a sound effect and some invisible holograms with a tag to kill enemies that are within striking distance, however whenever I do this he stops running, plays the anim and then starts running again, is there any way to allow independent arm and leg movement?2011-01-27 09:38:00

Author:
RAWTalent
Posts: 224


Left hand only. And that's sackboy's left hand, so your right as you look at him (and of course right analogue stick).

The problem is that all sackbot motion appears to be achieved via simulated controller inputs and of course, you can't actually run and use move the left arm as both require the left analogue stick.


You could achieve it by doing left/right motion with movers, but I think even that is flawwed, because the sackbot will be trying to stand still and in these scenarios, the mover creates a pushing force than kind of makes the sackbot hop forward with both feet, rather than run (although this varies with a number of factors). You could try movers, but it might be weird.


Annoyingly, all the swords are right handed I think
2011-01-27 09:45:00

Author:
rtm223
Posts: 6497


Left hand only. And that's sackboy's left hand, so your right as you look at him (and of course right analogue stick).

The problem is that all sackbot motion appears to be achieved via simulated controller inputs and of course, you can't actually run and use move the left arm as both require the left analogue stick.


You could achieve it by doing left/right motion with movers, but I think even that is flawwed, because the sackbot will be trying to stand still and in these scenarios, the mover creates a pushing force than kind of makes the sackbot hop forward with both feet, rather than run (although this varies with a number of factors). You could try movers, but it might be weird.


Annoyingly, all the swords are right handed I think

I think if you have an input into the left/right of the left analogue stick it will make his legs move.

Also for some reason, I think it treats direct input from player and batteries different, so a battery might be able to make the left/right move sackbots legs. Or a recording o_O

Either way, it's probably possible. If the sackbot is touching the ground its legs should still be moving even though being pushed by a mover, and as long as its getting the signal to move left/right)
2011-01-27 09:56:00

Author:
Bremnen
Posts: 1800


Hmnnn I guess I could temporarily enable a mover on the left stick for 1 second upon circle press and play the animation at the same time, I guess it's a flaw that I'll have to experiment with :/ if only we could animated the arms and legs separately.2011-01-27 09:58:00

Author:
RAWTalent
Posts: 224


I'm not convinced you can tell the sackbot to move the analogue stick with L2 pressed and also move the analogue stick without L2 pressed, independent of each other, tbh, but I can't say for sure. Certainly I've not seen any difference between logic inputs and player inputs - that concept would break the input filtering (whereby your receiver does not override sackbot controls).


Either way, it's probably possible. If the sackbot is touching the ground its legs should still be moving even though being pushed by a mover, and as long as its getting the signal to move left/right)

It'll move it's legs, but whether you get a running animation, or a scooting along like a spazz animation, depends on what the sackbot thinks it should be doing when pushed and how fast it is pushed, what it was doing just before it was pushed, the direction it's trying to look /face in, the acceleration of the mover...


Inputting to a mover for a moment will likely work. I'd make it a strength-controlled advanced mover, with only the horizontal connected. The likely failure mode would be if you begin the animation and start running full pelt just after the animation begins.
2011-01-27 10:12:00

Author:
rtm223
Posts: 6497


Hmnn, I may have to rethink the whole thing then, kinda sucks I guess it'll be OK without an animation but it's a little dissapointing.2011-01-27 10:14:00

Author:
RAWTalent
Posts: 224


I've done some experiments with a theck sword with a grabable hilt. It has problems but it works.2011-01-27 12:51:00

Author:
Rogar
Posts: 2284


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