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Some questions about making cutscenes

Archive: 7 posts


I'm making a cutscene that serves as an intro to a multi-level story I'm starting to make, and while I've made some progress with ingame and online tutorials, some things still confuse me.

First, I'm no longer able to adjust the lengths of magic mouths on my sequencer for some reason, and as a result, lines are being cut off. Is there some sort of setting to re-enable shortening and lengthening mouth durations with the right stick?

Also, I'm not really sure how transitions work. I'm trying to start with a fade in, then some pans back and forth for multiple characters talking. All my cameras seem to have the movement options faded out for some reason.

I'm using sackbots conversing to one another, and was wondering how to have them act out certain movements at a certain time, ie turning their head to look at someone or something. I read somewhere about making multiple behaviors for a sackbot and putting them on the sequencer, but I'm not sure how that works.

Lastly, my last shot (after the conversations) is supposed to show a spaceship moving slowly towards Earth. I've made the outer space & Earth background and the ship, and attached anti-gravity and a mover to the latter, but I'm trying to figure out how to time it so that it only starts moving when the camera cuts to it, if that makes any sense.

Any help would be much appreciated, and I'll post the finished result on the board.

EDIT: One more thing: I tested out the cutscene in Play Mode, and it just showed a blank part of the level and didn't play anything. How do I adjust the sequencer or level settings to play what is on the sequencer? I already have gameplay set to Cut Scene in the global controls.
2011-03-02 13:52:00

Author:
Behonkiss
Posts: 229


First, I'm no longer able to adjust the lengths of magic mouths on my sequencer for some reason, and as a result, lines are being cut off. Is there some sort of setting to re-enable shortening and lengthening mouth durations with the right stick?

Did you add a voice recording to the mouths? When there's a voice recording on them, they will play for exactly as long as the recording is and can't be altered in length.
2011-03-02 14:52:00

Author:
munrock2
Posts: 96


Did you add a voice recording to the mouths? When there's a voice recording on them, they will play for exactly as long as the recording is and can't be altered in length.

Yeah, the line I'm having trouble with has a voice recording, but it still gets cut off about a second early.

Having this trouble with a lot of mouths now. Can anyone help?

EDIT: Figured it out. I set the playback to Play Once instead of On/Off and that solved it.
2011-03-02 15:35:00

Author:
Behonkiss
Posts: 229


Also, I'm not really sure how transitions work. I'm trying to start with a fade in, then some pans back and forth for multiple characters talking. All my cameras seem to have the movement options faded out for some reason.
You need to have both cameras on the same timeline for transitions. If you are placing them one in front of another it won't work.

I'm using sackbots conversing to one another, and was wondering how to have them act out certain movements at a certain time, ie turning their head to look at someone or something. I read somewhere about making multiple behaviors for a sackbot and putting them on the sequencer, but I'm not sure how that works.
I think you must put it in the sackbot's chip and use a battery in the sequencer to enable them.

Lastly, my last shot (after the conversations) is supposed to show a spaceship moving slowly towards Earth. I've made the outer space & Earth background and the ship, and attached anti-gravity and a mover to the latter, but I'm trying to figure out how to time it so that it only starts moving when the camera cuts to it, if that makes any sense.
Battery on the sequencer to mover.

One more thing: I tested out the cutscene in Play Mode, and it just showed a blank part of the level and didn't play anything. How do I adjust the sequencer or level settings to play what is on the sequencer? I already have gameplay set to Cut Scene in the global controls.

Place a battery outside the sequencer and set it to start the sequence. It will start as soon as you enter play mode.
Batteries, batteries, batteries...
2011-03-02 17:31:00

Author:
gdn001
Posts: 5891


Thanks, those seemed to work.

One more problem, though: Even though I have the sequencer set to be player-triggered and put right on top of the entrance, when I test the level in Play mode, I just get this blank landscape:

http://img17.imageshack.us/img17/2204/aphoto5j.jpg (http://img17.imageshack.us/i/aphoto5j.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)

It doesn't show the objects that should be there, or even the entrance. What should I adjust to fix this?
2011-03-02 17:59:00

Author:
Behonkiss
Posts: 229


One more problem, though: Even though I have the sequencer set to be player-triggered and put right on top of the entrance, when I test the level in Play mode, I just get this blank landscape...

The players don't actually spawn in a Cutscene level, which is why gdn suggested using an external battery to trigger it.
2011-03-02 18:53:00

Author:
Aya042
Posts: 2870


The players don't actually spawn in a Cutscene level, which is why gdn suggested using an external battery to trigger it.

For some reason I missed that part of his post. I'll give it a try.
2011-03-02 19:01:00

Author:
Behonkiss
Posts: 229


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