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Creating Cutscene/Movies - Not camrea related

Archive: 7 posts


There's been a slew of topics on camera positions, camera transitions, sequencers but very little in-depth details on sackbots acting. We know we can place multiple behaviour chips onto a sackbots circuit board, each with a different recorded animation. But how do we make use of those on a sequencer? How to trigger specific recorded animations for a sackbot at a specific point in the sequencer? Take for example, I have a sackbot who's idle. At a certain point in the sequencer, I want that sackbot ro run over to a specific spot, say some dialog, jump around a bit, then run back to where he was and remain idel once more. What settings should there be on the behaviour chip? Loop? Run once? What is the triggering mechanism on the sequencer? A tag sensor (which I couldn't get to work), a battery? Does the size of that battery matter? WHat are the pitfalls of tesing the sequence in create mode? If I unpause in create mode, and step into the player sensor that activates the sequencer,is pressing "rewind" (left d-pad") the only way to truly get back to the starting point? How complex can a sequencer get?

SO far, everyone has covered cameras ad naseum. I'm really hoping to see more in-depth acting and actual movie making tutorials...
2011-02-06 17:56:00

Author:
wizaerd
Posts: 159


There's been a slew of topics on camera positions, camera transitions, sequencers but very little in-depth details on sackbots acting. We know we can place multiple behaviour chips onto a sackbots circuit board, each with a different recorded animation. But how do we make use of those on a sequencer? How to trigger specific recorded animations for a sackbot at a specific point in the sequencer? Take for example, I have a sackbot who's idle. At a certain point in the sequencer, I want that sackbot ro run over to a specific spot, say some dialog, jump around a bit, then run back to where he was and remain idel once more. What settings should there be on the behaviour chip? Loop? Run once? What is the triggering mechanism on the sequencer? A tag sensor (which I couldn't get to work), a battery? Does the size of that battery matter? WHat are the pitfalls of tesing the sequence in create mode? If I unpause in create mode, and step into the player sensor that activates the sequencer,is pressing "rewind" (left d-pad") the only way to truly get back to the starting point? How complex can a sequencer get?

SO far, everyone has covered cameras ad naseum. I'm really hoping to see more in-depth acting and actual movie making tutorials...

That's a very good question

So you have all of your actions onto "Behavior Chips" on your Sackbot's circuit board. What you need to do is you need to place a "Battery" onto the sequencer. Then, link the battery to one of the behavior chips on your sackbot (depends on what action you want it to do). Also, make sure you adjust the time that the battery lasts on the sequencer, otherwise it won't work.

Any questions?
2011-02-06 18:24:00

Author:
Unknown User


Lots... But primarily what should the individual settings on the behaviour chip be? Loop Absolute, Loop Relative, Run Once? What's the best way to get them from a specific position to another, and be sure they hit that mark every time the "animation" runs? Is there a limit to the length of a recorded animation? Is there a way to keyframe a sackbots position on the sequencer so as you scrub through or play the timeline, and it resets, the sackbots position also resets?2011-02-06 19:20:00

Author:
wizaerd
Posts: 159


All questions that I too would like answered, Wizaerd. I have just got done creating several sets for my cinematic level intro. The only thing left to do now is to get my Sackbots acting (advanced acting/interacting).

As of yet I have found no way of skipping through a sequencer and applying acting exactly where it needs to be. It seems that as soon as you record one act, create mode rewinds you to the original spot. So how am I meant to record a second act continuing from the first act? It's a bit frustrating.
2011-02-07 20:53:00

Author:
Wayward
Posts: 120


Hey Wayward, I'm not sure if you're aware of what I'm about to suggest or not. But from what you said it sounds like it would solve your problem, it's what I do when assembling a "scene". Scroll the cursor over the sequencer to the point you're working on, and if you press square there, the "play" line (glowy vertical line) will jump to the spot. I'll place it right before the spot that triggers the action I'm trying to record and that way when I hit record on the sackbot chip the sequencer will start there and at that camera angle/triggers other stuff that's supposed to happen there.2011-03-01 15:37:00

Author:
Littleraven
Posts: 5


To add to littleraven's suggestion here, I believe the issue can come in with the sackbots actual position within the scene (correct me if I'm leaping to conclusions though!)

I've had a little experience creating a pretty lengthy cutscene, and I will say that I personally found no workaround for this. Basically my method was as follows:

Place sackbot, along with a temporary 'mark sticker' at his position.
Systematically record each acting sequence needed (usually on play once only, depending on the action required), as well as placing some idle chips with look around and emotions required for each idle period.
Once a scene is complete and that sackbot has its full animations recorded and sequenced, pick em up, chuck em back to their start points and hit play.

Pray.

Correct.

Pray some more, and repeat until insane.

I'm sorry I can't add much of great inspiration here, but my experience with the acting was . . . stressful at times.

However, if you're systematic and organised in the way you work, you should get through with minimal hair loss.

Good luck!
2011-03-01 16:04:00

Author:
rialrees
Posts: 1015


Use tags and the follow waypoint (tag) behaviour to fine-tune your sackbot's positioning.

Give an actor a 'follow waypoint' behaviour and set the tag colour and label to something unique for that character. Make as many variatios on that behaviour (different emotions, look at orders, etc) that are neccessary.

Then plan the blocking (what's that? (http://en.wikipedia.org/wiki/Blocking_%28stage%29)) for the character, placing tags with the matching label and colour at all the locations you need.

When you start coordinating things on your sequencer, send the sackbot to locations by placing batteries that activate the behaviour and one of the tags at the same time.

For example, let's say you want an actor to start at point A, then point at something, then run to point B, then nod. Instead of recording all of this onto one behaviour chip, record separate behaviours for the point and the nod. Use the waypoint follower behaviour to do the actual movement. That way, the waypoint follower AI can compensate for any changes in circumstances between playthroughs (explosion debris, laggy motor bolts, player movement in interactive scenes) and make sure it gets to exactly point B.
2011-03-01 16:47:00

Author:
munrock2
Posts: 96


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