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Holo-Character Concept and Tutorial - Easily animate your own characters!

Archive: 16 posts


I was quite proud of my method and execution of creating, controlling, and animating your own custom character, so I wanted to share it. It uses an ordinary block, to which your motion and jump physics are attached, from which a selector.. well selectively emits your character models based on motion and position, and "projects" the models onto whatever backdrop you wish to create, while your sackboy cleverly jumps around on a "skeleton" of your level. Check it out, tell me how how awesome it is, how much it sucks, how you and 4,000 people have done it better... anything.
http://lbp.me/v/w6720g

(NOTE: If Mario is not animating correctly, go see the fourteenth post in this thread, where I address this. In short, the impact sensor requires a tag.)
2011-01-29 20:58:00

Author:
Unknown User


Queued it for this evening, because this looks pretty cool I'll edit my post with feedback after I'm done checking it out dw someone does the same thing as 4000 other people everytime they post a new creation all the time 2011-01-30 01:35:00

Author:
XFennoX
Posts: 82


Playing right now, could you play my level and leave me some feedback? link is in my sig

Nice tutorial, i wondered how this was done, i sense alot of mario levels now...
2011-01-30 01:53:00

Author:
arsenalfan_1995
Posts: 229


Sounds interesting, added to queue will give it ago tmorrow2011-01-30 02:05:00

Author:
MuddledMuppet
Posts: 115


Thanks for the plays, guys. I just republished eariler today with a bit of a fix, but not to the tool itself. Just made the level itself run more smoothly.2011-01-31 01:31:00

Author:
Unknown User


I finished playing and well done! This system works perfectly, it'd be awesome for recreating old 8-bit animated characters! Just a suggestion, but...if you wanted, do you reckon you could put in the Super Mario Theme? That'd make me ace myself with nostalgia but on topic, it was a good tutorial, very easy to follow and comprehend. Well done!2011-01-31 08:57:00

Author:
XFennoX
Posts: 82


Definetly qeued2011-01-31 13:46:00

Author:
JS4598
Posts: 6


Nice, I've been looking for a way to do this.


The instructions were very clear and the prize bubble helps in working out how it all fits together.

I imagine it's possible to make the block out of hologram material, making it totally invisible, but I suppose if you did that it would sink into the ground.
2011-01-31 14:49:00

Author:
Unknown User


Yeah, making the character model just follow the block was a solution to that problem. I figured out the logic to make finite jumps, double jumps, and all the other physics I wanted, but it wouldn't work if I slapped it onto holo-material, because it doesn't have any physical presence to speak of. So I just used a follower and put a tag on the block I'd already made. Admittedly, it's a little limiting if you want to use three planes, however. If anyone has any ideas, I'd love to hear them!

Oh, and ArsenalFan, I've got your shooter queued. I'll probably check it out later today.
2011-01-31 15:02:00

Author:
Unknown User


I played this lvl some days ago, everything is very simple and easy and well made done, thats exactly how a Tutorial should be, you made this Just right, not complex or anything complicated but simple, Best tutorial ive seen so far, other tutorials I play are so complex I rarely understand them but you explained this simply. And it was awesome, I liked how you use Mario as an Example thats a thumbs up.

Great Job
2011-01-31 16:15:00

Author:
Bloo_boy
Posts: 1019


Its good to see you sharing this useful tips. And helping some others to bring ideas to reality. I will play your level and learn!!! and thanks again.2011-01-31 18:20:00

Author:
Duckywolf
Posts: 198


Thanks a lot for all the positive feedback! I just tweaked the jump and movement physics of the "Mario" in the level and the prize bubble, and republished.

I was thinking of adding an optional tour of the logic to make it easier to switch out Mario with others' own custom character models. Dunno if it's good the way it is, though...
2011-01-31 19:45:00

Author:
Unknown User


y when i try to use it it always have the mario in jump position even when on the ground?? please help me message me on psn2011-02-05 03:15:00

Author:
iKev55
Posts: 1


Wow... this was supposed to be a small level. A brief glimpse into what I was working on. But wow, almost 1,000 plays! Thank you guys so much!
However, to answer your question, iKev55, it's because the impact sensor is set to require a tag. So that only objects with the matching color tag will activate the impact sensor, which is one of the inputs that the animation microchip reads to determine which frame should be active. So, since it's not detecting that tag, it's not detecting that you're on the ground, so its pushing out the JUMP frame. Easily fixed, place a tag anywhere on your object(a red tag, if I remember correctly. you'll be able to tell which color if you look at the color of the sensor on the controllinator chip), or tweak the impact sensor to not require a tag.

I'll change the impact sensor in the prize bubble to not require the tag to avoid this confusion in the future. It was kind of an oversight on my part.
2011-02-05 17:38:00

Author:
Unknown User


Finally, Checking this out ASAP. Could you check my movie out .. Its in mah sig? Thanks2011-02-05 19:01:00

Author:
onaga666
Posts: 293


Wow, I will definetly be checking this out tommorow! I have been wanting to make some kind of megaman game, but I don't know how to do it. This should definetly help.
EDIT: Played, hearted, and reviewed. Great job and thanks.
2011-02-06 04:34:00

Author:
Leafy101
Posts: 154


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