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Mecha Building: Need Help
Archive: 4 posts
I was dabbling in mech building in just now and some ideas came to me; only problem is I don't fully understand the ins and outs of mech building. Here's what I'm wanting: Chicken-legged Mech (otherwise known as a reverse-jointed mech) A Mech with weapon pods that open and close. A mech with missiles that are launched vertically and then fall (homing systems optional, but I'd like to include that) A mech with shields A mech that can transform (nothing drastic, just, for example, folding up and deploying wheels for increased speed) A mech with multiple weapon systems A four legged mech (preferably something that moves like a wolf) And a transporter mech (for hauling troop, vehicles, and gear) I'm just looking for the basic ideas here, nothing fancy; you help me with the function, and I can handle the form. Thank you for your time. | 2011-01-31 16:24:00 Author: toradrow777 Posts: 10 |
I don't fully understand the ins and outs of mech building either. Everything I've done has been tons of trial and error and it still needs work. Some things I've discovered, though: 1. Connectors' (pistons/bolts) strength is based on the mass of the objects connected (objects that are glued together are considered a single object) so you can't have a massive heavy body and massive heavy feet connected by flimsy thin layer legs and expect it to be able to hold itself up. 2. Wobble bolts give a more realistic walk cycle but they can be unpredictable when resistance is applied: for example, a wobble bolt might swing the leg exactly the angles you want when the mech is suspended in the air, but then it won't be able to swing them through their entire cycle when it's on the ground. This goes back to point 1: you have to plan the mass of each part accordingly (keep in mind that mass=/=weight so sticking a gravity object on your mech parts won't make the wobble bolts any stronger, though lightening the body can help reduce the load the legs have to carry). 3. If you time the walk cycle with a sequencer, you can run the seq backwards to get the mech to walk backwards. 4. The more moving parts you have, the more things can go wrong. Especially if any parts are small, they can break really easily. Sure, you can use a material tweaker to make it indestructible, but I've gotten some dodgy results that way: sometimes the indestructible object will be forced to intersect with another object and will get stuck, and in the beta it would even crash the game sometimes. When I build a mech, I usually start with a single leg and attach it to a dark matter block. Then I tweak it until it looks like it's moving right, duplicate it and stick it on the other side of the block, then tweak them so that they're opposite each other. Once the walk cycle looks good, I material change the dark matter to something else and see if it can walk. I usually find it necessary to tweak the heck out of everything several times during the construction (everything you add changes the balance). Good luck with your mech building. | 2011-01-31 19:09:00 Author: Sehven Posts: 2188 |
I don't fully understand the ins and outs of mech building either. Surely you meant to add "... in LBP2". | 2011-01-31 19:20:00 Author: Rogar Posts: 2284 |
Surely you meant to add "... in LBP2". Nope, I meant that I don't fully understand them in either game. I'd say I understand them better than most people (actually, I think I understand them better than anybody, but that's open to debate), but there's still quite a bit of room for improvement. | 2011-01-31 20:42:00 Author: Sehven Posts: 2188 |
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