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Animating?
Archive: 11 posts
How do I go about actually animating them, and using them with a controlinator? | 2011-02-02 09:00:00 Author: xForrest Posts: 72 |
Animating what exactly? I assume Sackbots, because that gets asked a lot. Check out the Tutorials forum (http://www.lbpcentral.com/forums/forumdisplay.php?127-LBP2-Tutorials). It has a great topic about Sackbot A.I. and how to control them. | 2011-02-02 09:19:00 Author: Antikris Posts: 1340 |
How do I go about actually animating them, and using them with a controlinator? You are probably refering to Sackbots, but I'm not entirely sure... Could you perhaps be a bit more specific? If it is indeed Sackbots you need to control, then you can simply place a receiving DCS in their Circuitboard, and place a transmitting DCS on the ground which your Sackboy can enter. Make sure both DCS's are using the same "frequency" (color and label) of their signal. Then go the the DCS on the sackbot circuit and enable the "Override Sackbot controls" option I think its called... Now you should be able to control your Sackbot with the DCS on the ground just as it Cas your Sackboy Regarding animating Sackbots you can record a specific "sequence of movements" by using the Act function on the Sackbot brain-chip. EDIT: Sniped - and yes, the forum FAQ would be a good place to find the answers for a lot of basic questions. Hope this helps? | 2011-02-02 09:23:00 Author: Slaeden-Bob Posts: 605 |
Looks like a missed the word sprites from my first post >.< I've created the sprites already, i just need to know how to get them animated. Sorry about that. | 2011-02-02 09:30:00 Author: xForrest Posts: 72 |
Looks like a missed the word sprites from my first post >.< I've created the sprites already, i just need to know how to get them animated. Sorry about that. Oh... Ehm, possibly Emitters set to emit unique sprites in your animation with a lifetime of 0.1s or something. Have the emitters placed on a Sequencer's timeline (tweak its playback time, because the default is quite slow). I haven't done much with that myself yet, but this is my hunch. | 2011-02-02 09:50:00 Author: Antikris Posts: 1340 |
Thanks I'll try it out and let you know :] | 2011-02-02 10:09:00 Author: xForrest Posts: 72 |
Instead of using an emitter (I think this can create quick, unwanted flashes between the different sprites) I would simply place all the sprites on top of each other (0% visibility when off), and then use logic and sequencers to activate the proper sprite briefly to create different animations when needed. EDIT: My technique assumes you are using Holographic Material for your sprites - If you aren't go with Antikris' suggestion | 2011-02-02 11:48:00 Author: Slaeden-Bob Posts: 605 |
I think this can create quick, unwanted flashes between the different sprites. If your animation contains 5 frames, your sequencer should be set up like that as well; if those 5 frames loop in one second, the emitted lifetime each should be 1 second divided by 5, equals 0.2 seconds. Because the limitation of setting duration in tenths and not hundreds (I bet something is possible with batteries, but let's keep it simple), you should not have objects that require a lifetime of 0.25s or 0.33s; you either do not use 4- or 3-framed animations, or you set the Sequencer to a playback speed that makes it easy to divide that to end up with a number rounded to a tenth, like 0.3 or 0.2. In theory, this should all line up and no flashes should be seen. | 2011-02-02 11:58:00 Author: Antikris Posts: 1340 |
I can't seem to get rid of the flash between sprites, Im using neon sprites as that is the only way I can get a Black colour, So I tried the sequencer way with emitters but this still had flashes in it? | 2011-02-02 13:58:00 Author: xForrest Posts: 72 |
How about setting the disappearing animation of the emitted objects to "fade"? Will that get rid of the flashes? | 2011-02-02 14:30:00 Author: Antikris Posts: 1340 |
It still flashes but it looks a lot cooler this way, I think I'll stick with it Thanks <3 | 2011-02-02 15:00:00 Author: xForrest Posts: 72 |
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