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Variable Fighter Help
Archive: 6 posts
So I've been working on a fully transformable VF-25 (http://www.macross2.net/m3/macrossf/vf-25s/colorcode-vf25s.jpg), but I've run into a bit of a snag. See all the rotating parts (created with wobble bolts) required for transformation into the 3 modes (Fighter/Gerwalk/Battroid) need to be attached to a rigid object so that they all are able to rotate on one "plane" so to speak. So to serve as that "plane" I've used holo-material with an anti-gravity object tweaker set to 100% Anti-gravity and Dampening. This presents a major problem that I can't think to avoid, the 100% Dampening prevents the me from using Advanced Movers and Rotators to both move the object and rotate it entirely (which is required for Battroid mode). Anyone know of a possible method to circumvent these issues? Would using Rotators instead of Wobble Bolts negate the need for each section to rotate on a rigid plane? Any help would be greatly appreciated. | 2011-02-10 04:56:00 Author: ZuluPSierra Posts: 3 |
In my experience working with holo material as a base for pistons/bolts, I've found that it confers close to zero strength to those, making it a terrible choice for a base. I'm not sure what your setup is, but you should use something that weighs more, such as metal or stone. Optionally, you could make the setup work with holo material by using regular bolts to the holo material and one of the rotator objects (I think joystick rotator or gyro could work, or maybe even a lookat rotator). Hope that helps. Also, looking forward to seeing the results. VF-25 has recently become my new favorite VF. By the way, if you like VFs, you might want to check out this level made way back in LBP1! http://lbp.me/v/rc12m1 /shameless plug | 2011-02-10 12:38:00 Author: Gilgamesh Posts: 2536 |
Thanks, I'll try changing the material, it'll get tricky as I was using the holo material since it allows other materials to phase through it, so it was easy to work with regarding the transformations. Hopefully switching to a heavier material like Metal/Stone will work out. I may not get to it right away as I have some plans for a major upgrade to my current level (http://lbp.me/v/xjyhwz) that I'll be working on for the next couple days. Also I played your level and it's pretty much spot on for what type of thing I'm shooting for. Nicely done. | 2011-02-11 02:39:00 Author: ZuluPSierra Posts: 3 |
Hmmm, well if you need to use the holo material to phase through objects, you'll probably want to work with rotators instead. I had actually experimented with Strikewing during the beta and managed to make it standalone using LBP2 tools. I used two strong gyros on the main body to handle the overall position (i.e. whether it was in fighter/gerwalk mode or in battroid mode). One gyro made the main body lay flat, while the other was rotated 90 degrees so that it would stand upright. Only one of the gyros was activated for each mode and it worked pretty well. The limbs are directly connected to the main body though, which I had to change to stone. Still, it should be possible to use a similar setup of multiple angled gyros on the different limbs. Just another option to consider. | 2011-02-11 12:43:00 Author: Gilgamesh Posts: 2536 |
I've finally come back to this little project of mine after spending most of the week updating my other level (btw I noticed you played it Gilgamesh, pretty much just a few minutes before I did a major update on it, so you should check it out again ) Anyway, after spending the entire night tinkering with the VF-25, I finally got the transformations working in a suitable manner. Right now it's a very basic proof of concept model, with only basic functionality with movement and toggled transformations, i.e. Fighter > GERWALK > Battroid, looped. Thanks for the advice Gilgamesh, I ended up using a mixture of the techniques. I made a very small hidden "frame" of metal which the major components are Wobble Bolted to. The metal frame provided the stability I needed, and it's small size allowed me to animate the Valkyrie around it. The "limbs" can be a bit wobbly during quick vertical movements, but I should be able to tone it down with a few tweaks later. Also used Gyroscope Rotators for the main body rotation b/w Fighter/GERWALK and Battroid. Eventually I'd like to turn this into a side-scroller shmup time and skill permitting. Here's a basic rundown of the ideas spitballing around my head. -Variable movement speed b/w transformations -Variable weapon spread b/w transformations -Lock-on "classic" Macross missile spam Anyway feedback from everyone would be appreciated. LBP.me Level link: http://lbp.me/v/xrm-81 | 2011-02-13 06:54:00 Author: ZuluPSierra Posts: 3 |
Depending on what exactly you're going for, you may find that a joystick rotator is more versatile than gyros. A joystick rotator with a 100% battery fed into the top input functions exacly like a gyro and you can adjust the tilt by adding positive or negative signals into the left/right input. I built a helicopter that tilts forward/back when you fly forward/back and the tilt is based on how far you push the stick left/right. You could do the same thing to simulate the movements of wobble bolts by alternating signals to point the object/limb in different directions--the advantage of this is that you can switch from the "wobble bolt" behavior to an entirely different position by changing the signal so an arm or leg that normally swings 45 degrees in its regular movements can be folded up at a 90 degree angle or whatever. | 2011-02-13 07:16:00 Author: Sehven Posts: 2188 |
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