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#1

A Simpe Way to Create Movie Scenes.

Archive: 19 posts


Ok... this is a really easy method to creating movies and individual scenes. I'll explain everything in really baby steps (don't take it in a patronising way!)


For each scene have an individual sequencer.


Cameras

On the sequencer place one battery far left, attach this to the first camera of that scene.

The remaining cameras in that scene can be linked to each other.

The last camera in each scene links to the input of the sequencer for the next scene. i.e. last camera in scene 3 links to input of scene 4's sequencer.


Speech

Speech placed on the circuit boards of sackbots will mean that their mouths will speak in time with the speech bubble.

To activate an individual speech bubble, place an elongated battery on the scene's sequencer and attach it to the magic mouth you want.
(To elongate the battery, select the battery you need and move the right analogue stick up a couple of times. This allows you to vary the length of time the speech is activated)

Use the same sequencer for all the magic mouths in the scene and just place a new elongated battery for each speech bubble.


An even better way...


You can also place the magic mouth(s) (elongated as necessary) directly on the sequencer and choose the actor name for the sackbot you want to lip-synch (you have to give your sackbots actor names obviously). If the speech is specific to a single sequence this might be the better option, it also doesn't require attaching any wires to the sackbot.

Extras

You can place more batteries (and/or other logic) on the sequencer and attach them to global lighting tools/ music/ switches/ lights etc etc... so everything in each scene is controlled on its specific sequencer!


Its really simple and because you have a sequencer for each scene you can just watch individual scenes at a time... so I think it's probably one of the best ways to go about creating movies


Hope this is of help to some people!
2011-01-31 14:52:00

Author:
ladylyn1
Posts: 836


That helps a bit, cool stuff. -but is there anyway to maintain a talking mouth's turn until the player presses something? I want to but some control in the hands of the player, for slower or faster readers. No one likes to be staring for a long time at something you've finished reading, and no one likes having text disappear on them before they finish.

in LBP1 I got a lot of mileage out of Maraz_matari's talking tool. I guess I could go back to that for the chattier scenes, but...
2011-01-31 15:49:00

Author:
Unknown User


This is really helpful. Its also great to be taught by the one and only.2011-01-31 15:53:00

Author:
QuAcKeRz12
Posts: 176


Speech
Speech placed on the circuit boards of sackbots will mean that their mouths will speak in time with the speech bubble.

To activate an individual speech bubble, place an elongated battery on the scene's sequencer and attach it to the magic mouth you want.
(To elongate the battery, select the battery you need and move the right analogue stick up a couple of times. This allows you to vary the length of time the speech is activated)

Use the same sequencer for all the magic mouths in the scene and just place a new elongated battery for each speech bubble.

You can also place the magic mouth(s) (elongated as necessary) directly on the sequencer and choose the actor name for the sackbot you want to lip-synch (you have to give your sackbots actor names obviously). If the speech is specific to a single sequence this might be the better option, it also doesn't require attaching any wires to the sackbot. HTH

* Whoever came up with the interface for sequencers was a genius!


is there anyway to maintain a talking mouth's turn until the player presses something?

I think the speech bubbles stack up (like with the talking tool) if you don't choose the sub-title option...but I haven't actually tried it...
2011-01-31 16:27:00

Author:
fullofwin
Posts: 1214


...but is there anyway to maintain a talking mouth's turn until the player presses something?

Yes, make sure all the cameras are infinite, then have the Output of the Magic mouth link to the next camera and Magic Mouth (or a timer to the Mouth if needed)
2011-01-31 17:46:00

Author:
Nurolight
Posts: 918


This is interesting! See, i'm making a cutscene level, and i have a Sackbot who Acts and talks using the Mouth tool within a Sequencer, i also used the Camera option of the Mouth tool. But for some reason i cant connect the output of the last Mouth to a Movie Camera on a other Sequencer.

In fact: I can't connect anything to the Movie Camera since it doesn't any input! :S
2011-01-31 18:54:00

Author:
Unknown User


I always thought the camera input was disabled when it's placed on a sequencer. Going to have to play with that some more...2011-01-31 19:12:00

Author:
nextlevel88
Posts: 149


Camera's placed on a sequencer do not need an input, their position along the sequencer is enough. Have one camera, drugged out as long as you want it to be the active camera, when you wnat a new shot put another camera on the seuencer behind the first one. Dragt it out to hold as long as you want. Put them on two separate rows and overlap them and the overlapped area will be a transition (like a cross fade).2011-01-31 19:21:00

Author:
wizaerd
Posts: 159


Yeah that worked for me. But still when i start my level the ingame camera stays at the bottom of the level. The sequencer is actived because i can see the subtitles from my intro scene, but it doesn't use the camera from the Mouth tool!2011-01-31 19:24:00

Author:
Unknown User


My reccomendation would be to not use the camera availbe in the magic mouth... Plan out your camera shots using movie cameras on the sequencer, then drop in a magic mouth in that same place (separate row) on the sequencer sao when the playhead moves through the sequencer it plays the magic mouth and the camera at the same time.2011-01-31 19:30:00

Author:
wizaerd
Posts: 159


yeah this is the technique i used in the beta, and so far i havent found a better way
thanks for sharing your tips, we all know you as a good movie creator from the beta
2011-01-31 19:36:00

Author:
Skalio-
Posts: 920


off topic slightly. has anyone used the sequencer for linking game levels yet? i remember seeing a level that was sections of a level sequenced so that a (think it was a vehicle) could drive upwards constantly2011-01-31 19:41:00

Author:
GribbleGrunger
Posts: 3910


The catepillar up the tree in Eve's worlds was built that way... How to do it, though? Dunno, but I'd like to know...2011-01-31 19:44:00

Author:
wizaerd
Posts: 159


The catepillar up the tree in Eve's worlds was built that way... How to do it, though? Dunno, but I'd like to know...

ooooooo... is there a video of that?
2011-01-31 20:19:00

Author:
GribbleGrunger
Posts: 3910


ooooooo... is there a video of that?

http://www.youtube.com/watch?v=qMVJHLqSTtA

This shows using the sequencer to link various segments of the same level... i.e. the catepillar up the tree. I don;t think you can link levels via the sequencer tho (could be wrong...), to do that you use the level linking item/object.
2011-01-31 20:25:00

Author:
wizaerd
Posts: 159


yep, that's the video i saw!!! i can't recall anyone doing amazing things with that yet. i'm sure someone will eventually though

i was thinking that you could have an RPG top down view of the world map and then use the sequencer for when you enter a town. this then moves to a side scrolling town, until you walk into a building, then it uses the sequencer again to show the inside of the building. this way you could have a variety of interiors that are repeated to make a town seem huge without using up the entire thermometer
2011-01-31 21:56:00

Author:
GribbleGrunger
Posts: 3910


This is all good help everybody, my awful cutscenes should be a lot better now.2011-02-01 01:11:00

Author:
Unknown User


Thanks, everybody. My awful D: cutscenes should be a lot better.2011-02-02 02:35:00

Author:
Unknown User


ty, very helpful2011-02-15 23:21:00

Author:
Distinct-Creator
Posts: 198


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