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#1

"rotating head" resizing issues..

Archive: 5 posts


Okay, I finally got enough pieces back from Save Data fiasco that I can start reworking on my Skyscraper of many trap rooms...

However, I'm stuck on my robot creation issue... it's a simple creation, but I'm missing something obvious. The robot is not much larger than Sackboy (which I think is causing the problem).

the robot is symmetric in shapel... with a single piston moving a block back and forth in the head to imitate a rotating head... attached to the block is a sound emitter (to act as a giant eye - let's face it, the creature 'eye' isn't exactly optimal for a robot creature.)

The problem is that once I shrink the robot to a reasonable size, the block in the middle doesn't seem to shrink with the rest of the body of the robot (so i hit a size limit in shrinking the container object..)

Does anyone know if there is anyway to shrink non-attached (again, the block is only attached to a piston on a glass platform, not the body, to allow it to move) at the same time you shrink the 'container' (in this case the creature body).
2008-11-18 15:26:00

Author:
DaSaintFan
Posts: 136


Have you tried using the Popit to select a square area that includes both pieces you're trying to resize?

In my experience, simply selecting one part of a piston-connected object with the Popit behaves badly when moving/sizing the object.
2008-11-18 15:43:00

Author:
Gilgamesh
Posts: 2536


Have you tried using the Popit to select a square area that includes both pieces you're trying to resize?

In my experience, simply selecting one part of a piston-connected object with the Popit behaves badly when moving/sizing the object.


Hadn't tried it yet... I wasn't sure if a "multi-object" (you know shift-mouse click to get multiple objects in Microsoft) worked in LBP (and I was getting too tired to try last night )

and yeah, I've learned the hard way last night that pistons/resizing is a pain in the "you know what"... (I'm not dealing with a GIANT robot in this level though )
2008-11-18 17:01:00

Author:
DaSaintFan
Posts: 136


This doesn't really answer your question, but it may be helpful anyway. A handy trick to know about moving objects connected to tools like pistons, winches, etc... is that you'll need to have grid mode turned on to move it. If you want to move the whole creation, you'll also need to drag a box around the main part of your object and the tool-connected items.

If you have grid mode turned off, trying to move the tool-connected object alone will result in the editor just trying to move the object to its starting position (for instance, a block attached to a piston will end up just pulling itself in towards the creation, rather than moving where you want it to move).

If you're resizing objects and you want the tool-connected items to shrink along with the rest of your object, you have to drag a box around it all, or it will only shrink the glued pieces.

Hope this helps you out!
2008-11-19 00:44:00

Author:
Justin Hopewell
Posts: 135


You can resize any object to any scale using an emitter.

SImply save the object, set up an emitter with the object and shrink the object it before you choose where to place it. Then save the emitted object.

Repeat until it is the right size. This works for everything, even start gates, etc
2008-11-19 01:37:00

Author:
accordion
Posts: 76


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