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#1

Updating emitted objects?

Archive: 7 posts


Hi all,

In LBP2, is there any way to update an object in your My Objects bag? Or must we still recapture an object once its been changed? I have a lot of emitters which emit one type of object but if I need to change it, obviously that's a lot of emitters that need updating.

Thanks.
2011-02-14 19:14:00

Author:
merkaba48
Posts: 79


If you still have the original object you captured you can edit it to edit them all otherwise I think you have to do it by hand. If you have to do it by hand make a completely new object and then after youre done pull it to the top corner or something so you wont have to do it again2011-02-14 19:17:00

Author:
Unknown User


When choosing an object to emit, choose the dotted square (looks like the capture tool) up the top.
Then select the object in your level to emit. (you will need to have a copy of the item offscreen somewhere)
If you change that object, the emitters will update automatically.
2011-02-14 19:17:00

Author:
midnight_heist
Posts: 2513


Unfortunately, no. You will have to manually update your emitters, sorry!2011-02-14 19:17:00

Author:
IndyFord
Posts: 55


When choosing an object to emit, choose the dotted square (looks like the capture tool) up the top.
Then select the object in your level to emit. (you will need to have a copy of the item offscreen somewhere)
If you change that object, the emitters will update automatically.

Is that right? Brilliant, thank you!

I just did some experimenting, here is some info for people interested in this:


The emitter will update your object when you finish making any changes to it.
You can capture multiple objects together and it will remember all of them
If you delete any of those objects, they will be deleted from the emitter
Any positional changes the objects make due to physics, e.g. gravity, will be ignored. This also includes rotation, pistons moving, winches, springs compressing, etc.
The position of the objects will be updated if you select them and move them yourself, and they are updated relative to each other. For example, if you capture two objects together, then gravity makes only one drop to the ground, they will still emit together. If you then pick up the one on the ground and move it a very small amount, the emitter will update with the object below the other.
Moving the source object to a different plane will NOT update, -unless- you change its thickness at least once. It will always update thickness changes.
Effectively this all means that the emitter will only be updated with the last position/setting/rotation when you finish performing an action directly to it. As an example, if you drop a bomb on a source block of sponge, the emitted sponge will still be intact. However if you do ANYTHING to the source object other than simply select it and change its plane, then it will update the emitter with the new object.


Pretty darn cool, huh?
2011-02-14 19:54:00

Author:
merkaba48
Posts: 79


If you capture an object that contains such an emitter, any instances of the object will be divorced from the original, though - so any changes made to the objects you set to be emitted will not be carried over to them. This also means that once you've captured your main object, emitters and all, you're free to delete the original. 2011-02-14 22:34:00

Author:
Unknown User


I just learned you can also have an object scaled differently when it is emitted. This is very useful for if you ever make large detailed objects then shrink them down to make them look better at a small size - by emitting it you can keep your large version safe, make changes to it, etc, and it will be reflected in the smaller emitted object!

I'm using this in my level to have easily maintainable digital readouts - if I need to change the readout for any reason, they're updated everywhere, and as a bonus I can easily change the visual of it too without dealing with tiny point movements!
2011-02-15 01:58:00

Author:
merkaba48
Posts: 79


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