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Camera Conundrums
Archive: 8 posts
Apologies in advance for the long post, but this is getting to me now. I've read a pile of camera tutorials lately, and none seem to solve this problem. I'm trying to remotely control something that is away from the player with the DCS. It's in an area that is inaccessible for the player, so doing the "player in the DCS riding around on an invisible piece of holo" isn't possible. However, I also don't think it's necessary. The task occurs in a single screen with a single camera angle. I simply need to move the camera to an area when the player enters the DCS, allow the player to use the DCS for however long it takes, then return the camera to the player when they leave the DCS. I figured this would be simple with a gameplay camera hooked up to the DCS Active button (the one where the PS button would be on the controller) that turns on when the player is in the DCS and turns off when they leave. I hook that up to the Activate camera input so that the camera activates when the DCS does, then deactivates when the DCS does. Unfortunately, it doesn't work at all. So, I tweak the camera so that the input activation no longer turns the camera on and off, as that would make too much sense. Instead, I switch it to Activation Scale. That kind-of/halfway/sort-of moves the camera, but doesn't go all the way to where it should be. It seems as though it's trying to keep the sackboy on the screen, even though the player tracking is set to 0. Ok, trash that camera; it doesn't work. I try the cinematic camera. Now we're talking. I hook the input up to the DCS Activate and it zips right to where it should go. However, I need to give the player as much time as they need to get done in the DCS, so I set the camera to infinite. Unfortunately, when you get out of the DCS, the camera stays there. Forever. You have to delete it to get the thing to go away. Even when the current from the DCS is turned off, the camera stays on. I put the camera on a microchip and activated that instead; same result. Could someone please help with this. It's getting frustrating cuz it seems the tools to do this are there, they just aren't working for me. | 2011-02-03 04:03:00 Author: nextlevel88 Posts: 149 |
I ran into this a couple days ago. I resorted to your second method, where, in your case, getting in would turn on a key and emitter. The emitter emits a cutscene camera attached to some holo, etc, that had a destroyer which was activated by a tag sensor (inverted). When you get in the DCS, it spawns the camera, and when you get out, it deactivates the tag, so the sensor activates, destroying the camera. It works very well, though it is a hassle to make when it should be quite simple. | 2011-02-03 04:58:00 Author: SSTAGG1 Posts: 1136 |
Thank you for the quick reply. I'd just like to publicly vent one more time before moving on. This is really frustrating, and yes, it really seems that this should be much simpler than it's turning out to be. Anyway, I tried what you said, and I'm with you up to the point where the emitter emits the camera. The only problem I'm having now is that the emitted camera won't activate. I even put it on a tag sensor that picks up the same tag that will destroy it when you leave the DCS, but it's not turning on. Any idea how to activate the camera once it's been emitted? | 2011-02-03 06:01:00 Author: nextlevel88 Posts: 149 |
Another option is to activate another camera (copy the current camera so the view doesn't appear any different) and set it to 0.1 sec. When the player leaves the DCS, activate this camera and the permanent camera view will be unlocked. Agree though, that it shouldn't be this difficult. | 2011-02-03 06:02:00 Author: v0rtex Posts: 1878 |
Yeah, just put another movie camera with the lowest possible hold time and hook that up to a "NOT" gate leading out of the controllinator's active output. Game cameras work a little differently from cinematic cameras, you have to be in their area of effect for them to work properly. Movie cameras can be activated remotely. | 2011-02-03 06:09:00 Author: Foofles Posts: 2278 |
Here's how to do it: Connect your Controlinator Output to your Movie Camera. Then, add another Movie Camera with a hold time at 0.0s. Connect a NOT gate to the second camera and connect the Controlinator Output to that. When you enter the Controlinator it activates the main Movie Camera, and when you exit it activates the second Movie Camera which then quickly returns you to your normal Game Camera. | 2011-02-03 06:12:00 Author: splashpage Posts: 5 |
Thanks for the replies, everyone. There are times when you want to do a complex event in your level, and coming up with that outside-the-box, complex solution is a very gratifying experience. Then there are times when something simple requires that same type of solution, which can be trying. I'll slap this in and give it a shot. Thanks again. | 2011-02-03 15:26:00 Author: nextlevel88 Posts: 149 |
Yeah, just put another movie camera with the lowest possible hold time and hook that up to a "NOT" gate leading out of the controllinator's active output. If it helps, think of movie cameras as one-shot rather than on/off (kinda like music boxes are). Feeding an "on" signal activates it, but an "off" signal doesn't deactivate it. Therefore, the only way to deactivate a cam is to activate another one. However there's a slightly cleaner workaround. If you create a Sequencer with Positional input, make the board size two spaces, and put the cam on the right side, then when you feed a signal into the sequencer, you can effectively turn on/off that cam in isolation, without having to activate another. | 2011-02-03 19:48:00 Author: Aya042 Posts: 2870 |
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