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Camera Transitions Bug

Archive: 10 posts


I have been working on a cutscene for a while now.
I had one segment finished and working nicely and then i decided to add a sequence before it.
in isolation, bot of these sequences work fine, but when i try to link a sensor from the end of the first sequence into the camera to begin the second sequence all of my transitions revert to "cut" instead of what they are set to (pan, fade, etc...)
It doesnt seem to matter what kind of trigger i use to activate the camera... if it has a wire running to it, the whole thing screws up.
When its unplugged, both segments transition without issue.
any ideas?
2011-02-22 18:31:00

Author:
Deftmute
Posts: 730


Im having this same problem to, I actually wrote the same thing i while ago but no everyone thought i was lying or something. =/


but i know, its really annoying, it happens to me to, The only way I found to fix it, is basicly creating your own transitions, In the sequencer, you could set the global setting for example to darken and then in the other scene to brighten up. (Using those global lighting objects you know what I mean, i forgot the name).

For example...The Zoom fade wont work and instead looks like a Cut, what I did is, before it glitches, I just make the sequencer signal pass through the Global lighting setting and darkens everything, in other words it basicly makes it look like a zoom fade, no big difference.

Hope that helps!!!

Edit* if you wanna see how i made it work, you could check out the intro I made for Sunshine Silhouttes so you'll see what I mean of how it works, It actually works better than the transitions sometimes .
2011-02-22 19:47:00

Author:
Bloo_boy
Posts: 1019


that sounds like itll work for my fade but i rely very heavily on soft pan throughout (including one very epic pan transition that i will cry if i cant get to work again.)2011-02-22 20:00:00

Author:
Deftmute
Posts: 730


Soft plan oh wow >_< well Ive never had trouble with those...could it be the Key Frames (Customized Angles) ? Check if you have used to many or something like that, maybe it would make it work. I rarely use key frames though >_<. But good luck! I hope MM fixes this.2011-02-22 20:05:00

Author:
Bloo_boy
Posts: 1019


I had a problem with my camera transitions when I had a glitched profile. I know this is out there, but can your character nod? Or can it swim properly (with speed when you hold "X")?

This is a left field question, I know. lol but I had issues during this bug, then I switched profiles and my cameras worked fine.
2011-02-22 20:12:00

Author:
RSQViper
Posts: 302


can still swim normally and nod, so i dont think thats it... thank god. thanks for your input.
I will try limiting the number of soft pan cameras i'm using... i think i can come up with an alternative setup using a camera rig with movers for part of it. in the meantime, any other suggestions are appreciated.
2011-02-22 20:17:00

Author:
Deftmute
Posts: 730


I've found soft-pan camera keyframes cause plain cuts in a sequencer. Fades are also broken. Zoom fade won't zoom if the cmaera is too close to begin with. I've moved every camera to a sequencer and design camera flow manually. Fade works fairly well, although you have to link in with light dimming or else your lights will still shine. Sadly there's no alternative for the cross fade which has signifiicant artistic ramifications. 2011-03-05 22:28:00

Author:
Shifty Geezer
Posts: 131


Why not just stick them all to the same sequencer?2011-03-05 22:43:00

Author:
Devious_Oatmeal
Posts: 1799


Okay on a sequencer I don't think there's a way to activate the transition effects unless they're on the same sequencer, in which case you will need to overlap the movie cameras quite a bit for the transition to work effectively I tend to find it's best to overlap them by about two places of the sequencer grid. Hope that helps you out, if they're only overlapped a little bit not even by a single panel then chances are that you won't even notice any transition effects because it will be too fast. I've come to the conclusion that each panel on the sequencer is about a second long.
Hope that helps you out
2011-03-06 02:00:00

Author:
Elsa
Posts: 164


The amount you overlap cameras on a squencer is the amount of time they'll take to transition. The sequencer works like a video editor in that regard.

Basically the camera in view is the very last camera to be activated, whther on a sequencer or outside. You can mix and match. I have a camera on a piece of holo for a dolly, or moving platform for a horizontal action shot. My sequencer (one of many!) has the majority of cameras on it directly, but for the dolly shot I activate a Tag and use a full-level tag sensor to activate the dolly camera.

Where there are two cameras on a sequencer, the view is tweened (averaged) between them according to transition type - either a different location with a pan, or a degree of fade with a fade transition. You also don't have to overlap, but can place cameras on different rows which makes it easier to see how much transition time you have.

Also each panel is as long as the setting in the sequencer object, which is by default one second per stripe, hence your observation!
2011-03-06 15:02:00

Author:
Shifty Geezer
Posts: 131


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