Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Help!
#1

Cutscene Help

Archive: 13 posts


Hey all!

I once made a really rubbish level on LBP1, and am remaking it on LBP2. I have finished setting up a stage for the opening cutscene, but dont know how to film! I want it to kind of look like the ones in game, like at the beginning of the last level. I want to make a video by the way, not a cutscene with speech bubbles. And then when the video finishes, the playable part of the level starts.

How do I do thisss?? Halp!

~JAStrul
2011-02-05 11:46:00

Author:
Unknown User


This belongs in the help section.
You could make the cutscene video part in one level then force the player into a level link to the real level.
2011-02-05 13:19:00

Author:
11204
Posts: 111


EDIT - Nevermind, I misinterpreted your original post. My bad. I've made some edits to suit:

--

What you want to do is set up a 'sequencer'. It's one of the tools in your bag. Directly onto the sequencer you place a 'Movie Camera'. You can set the frame of the movie camera in the camera settings (square).

Think of the sequencer like a chuck of time, with each stripe on the sequencer representing a second (or less, or more, depending on how you set it up). You set up the movie camera (1 or more) according to when you want your camera shots to start, end and transition. It takes a little bit of practice but it's relatively easy to do.

By hooking up multiple cameras, one after the other, with an array of transitional effects, it should give you the film effect you are after.

Also, let's say you want the movie to start as soon as you enter a level. One option is to place a player sensor in front of the spawn-point, and hook that sensor up to the sequencer. That way, when you enter the level, the sensor will activate and the movie will begin before your player has even appeared.
2011-02-05 14:52:00

Author:
Wayward
Posts: 120


Ahhh! that sounds easy enough i also have a plan for an 'outro' video, is this possible? E.g. They play the level, pull a switch (i have this planned) then start another cutscene? then when the cutscene is finished the level ends?

ooh! one last thing! how dya do fade transitions between shots? i hav the idea of theres a town, blah blah, fade to black, then fade into another shot...
2011-02-05 16:22:00

Author:
Unknown User


Including cutscenes during play can be easily done by creating another sequencer, setting up your movie cameras on it, and then linking the sequencer to a switch. As for the level completing after the cutscene, I'm not entirely sure.

As for transitions between cameras, I'll try my best to explain. On your sequencer board, each stripe represents a second (or more, or less) of time. Time runs from left to right across the sequencer board. What you want to do is place your first camera at the top left of the board, and then your second camera beneath the first camera, but to the right. Overlap the cameras slightly, so that before the top camera ends, the second camera (below it) begins. Then go into the bottom camera's settings and set the transition.
2011-02-05 16:40:00

Author:
Wayward
Posts: 120


There's much more to maovie making than just laying out camera shots, and I'm still hoping for a more in-depth, complete tutorial. Cameras tracking actors as they move and act within the scene, timing out different bahvaiours such as a happy character running into something that makes him fearful or frightened. A damsel in distress by a loathsome creature, only to have the hero jump in and save the day... Laying out camera shots is only the tip of the iceberg of a good movie.2011-02-05 17:01:00

Author:
wizaerd
Posts: 159


thanks for your help guys ill post again if i have any more problems / when i publish the level

11204 - how dya force em thru the link?
2011-02-05 19:42:00

Author:
Unknown User


There's an option in the scorboard which lets you link a level 2011-02-05 20:11:00

Author:
Danniey1
Posts: 5


Wayward: is it possible to have a movie start the very second you start the level and also have the player put into a controlinator simultaneously? I'm trying to make a start screen with a couple of options and I don't want the sackboy to show up at all... seems as if cutting straight to the movie negates my ability to control anything. Thanks in advance.2011-02-06 04:48:00

Author:
RockLeeSmile
Posts: 8


Wayward: is it possible to have a movie start the very second you start the level and also have the player put into a controlinator simultaneously? I'm trying to make a start screen with a couple of options and I don't want the sackboy to show up at all... seems as if cutting straight to the movie negates my ability to control anything. Thanks in advance.

I think so, yeah. Although, I'm not exactly a pro at this, so there might be a better method.

What you could do is put a controlinator directly in front of the starting spawn. Set the controllinator option so that the player automatically enters it (no need to press triangle). This way, as soon as the player enters the level, they will jump straight into the controlinator. Set up a sensor near the start spawn too, so that when the player enters the level, the movie begins to play.

Again, I'm no pro, and this ^ is all theory until it's tested.
2011-02-06 12:39:00

Author:
Wayward
Posts: 120


Ok....

You know the basics now. Just to run over the transitioning on sequencers...

Here's a diagram! (I like them, this one's really straightforward):

- Camera, held for one second.


-----
-----

What you see there is a camera being held for 5 seconds, but 3 seconds through it begins it's transition and 2 seconds into the second camera (bottom line of lines) the view has been transitioned completely to camera 2, which it then holds for 3 seconds before ending.

This is the only way to do transitions when using movie cameras on transitions.

If you put the cameras off a sequencer, wire each camera up to the next and when you tweak it you can change the transitioning anyway and tweak the hold time of the camera before it ends/transitions and tweak the time it takes to transition after the hold time is up.

Hope this helps

*Sorry for diagram, but it's pretty simple to explain it and I can't take a pic on LBP2.
2011-02-06 14:09:00

Author:
mutant_red_peas
Posts: 516


Thanks for the replies guys!
I was at this for about 4 hours last night and it really doesn't seem consistent when it gives me control and when it doesn't. In short, I have a controllinator right up against the spawn point, and the trigger for the movie camera also just as close. No matter how I tweak either one I either end up seeing sackboy spawn for about 0.5 seconds and I can control my menu correctly, or it spawns correctly (hidden from player view) and I can't move through my menu (I'm guessing because sackboy didn't sit in the controllinator). In a perfect world, I'd really like for it to let me have BOTH of those conditions. Mutant, is there something about that specific transition sequence that fixes that issue? I'm going to try it right now either way... thank you again, I appreciate your time!
2011-02-06 15:31:00

Author:
RockLeeSmile
Posts: 8


Ok, first, to make a sequence immediately play, before going into play, put a NOT gate attached to the sequence starter with no input. Set it so the output is always ON. Now go to play. It will immediately play. When back in create, before unpausing set the NOT gate's output to OFF. That way when in create the sequence is never on and in play it is. You do have to keep changing it though...

Make sure you have the controllinator on auto-enter and have the radius much more than big enough to cover the checkpoint.

If you have any more problems VM me because I won't check back here in a while. I realised a lot of help threads are published. But it turns out I can answer most of them.... This is my favourite forum of them all
2011-02-06 16:45:00

Author:
mutant_red_peas
Posts: 516


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.