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Help, Fowl Play, Creating the Chicken!

Archive: 4 posts


I want to get an understanding of how to make a creature that walks all by itself so figured copying the chicken from the level Fowl Play would be a god idea. I managed to mock up a single leg, that sort of moved the way it does in the level.

I basically made a big circle, wobble bolted an upper leg in place, so it rotated through from (as on a clock face) 6 - 9, 45 degrees with a 4 second move time, and a 4 second pause time. I then created a lower leg which was hinged at the knee (with a bolt), then attached a foot, again bolted in place, the foot has a gyro in place to keep it upright through the entire movement. I then attached a piston to the foot, and onto the upper leg, set to the same timings as the wobble bolt, but inverted it so its movement occurred opposite to the upper leg, thus whenever the upper leg paused the lower leg piston extended or compressed within these intervals.

Now you might think I've already answered my question. I duplicated my 'working' leg, and then created an opposite so one foot is always on the ground. Made sure they were opposite, so one foot down the other up and so on...attached the two legs together (one leg is front depth and one back depth) across the middle depth and then tried to see if they could move the contraption to the right. Which it did do, but without any real force, very unlike the chicken in the level which as it puts its foot down drags the body along (to the right) before planting another foot, and doing the same again.

You can see where i was now getting stumped i had the movement (though clunky) working but practically no forward momentum being created.

I studied the chicken a lot and noticed that there appear to be a couple of pistons in place, and definitely a wobble bolt but i looked at it and thought that there must be a sequencer in play on the actual chicken controlling each rotation (wobble) or push/pull (piston/s) in a set sequence so that you not only get better control over the movement but can perform a movement one at a time, rather than relying on the pause or each bolt/piston and then combining with sync.

Thanks for any input into how i can solve this.

Matt
2011-02-23 10:47:00

Author:
Unknown User


try stablizing the body with a gyroscope. that will help it keep it's feet balanced. also, i don't believe copernicus moved himself via the legs, i think the legs were used to crush things, and the body was moved using some sort of movers with sequenced movements. because when i play that level, every so often, he'll move forward before his foot pushes backwards, to do the motion physically.2011-02-23 10:57:00

Author:
flamesterart
Posts: 585


I did neglect to say i had added a gyro to the body which did stop unexpected movement in early testing, I also tried the mover option (just simple to make it move to the right) which did give the feel (sort of) of movement, I'll try and add some more complex movement with movers on a sequencer to get the body to move up and right with each step, it should just be a case of syncing the movements of the movers with the legs. Now this is fine, but i've only managed to get my legs working correctly with the 4 second settings, when i reduced to 3 and then 2 seconds the legs fall out of sync, as do some of the movements. This is what led me to think that not only the movement (via movers) controls the left to right speed but also the pistons and wobble bolts that are also controlled via sequencer so you can speed all of them up and down by adjusting the time per slice on a sequencer.

I'll give the movers a try tonight see if i can get natural movement working on my 4 second timescale and then publish the level if anyone wants to have a tweak/look and see if they can make it better.

I'm close i know that, but i want the polish you see in the actual level, as once i have the control i want i can then tweak to be faster or slower (or even create a skill level challenge from it - creature starts slowly and then increases speed over time).
2011-02-23 12:14:00

Author:
Unknown User


OK so did some more work on this last night and managed to succeed in creating both legs working in a cycle (so one foot down one foot up) i also tidied up and created a new set of legs my first ones (which you can see on the published level i did) were just too unpredictable - too many moving parts - so simplified it down to create a template walker i can edit or add to, or in the very least use as a template to copy from when making new sets of legs.

http://lbp.me/v/x66-e3

Scroll way over to the right of the level, the first sets of legs you see are my original attempts, you'll see the correct one as its made of rusty metal. It should just walk naturally but without forward momentum, enable the sequencer thats attached to it to give it the forwards direction, you'll see that it bobs naturally without the need for up down movement. I've set the speed so that sackboy can just outrun it.

Oh and i agree with you already my sense of scale is a bit messed up and it is way larger than it really needs to be, but at least it works.

Level is copyable so you can fiddle yourselves. I'll probably dress it up and show it as a proper tutorial later this week.
2011-02-24 09:16:00

Author:
Unknown User


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