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How to Create Cut Scenes

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I made a tutorial of this over at LBN and people found this most useful and looking through the threads the only ones I can find about cut scenes only have basic information and I regularly see lots of questions asked so hopefully this will help people out more.

THE SEQUENCER
Don't know whether this tutorial will be of use to anyone but just in case someone needs help with this here is a tutorial
First of all the best way to make a cutscene is by using a tool called the Sequencer.
Think of the sequencer as a timeline of events, once the sequencer starts it will start playing forward across the timeline and react to anything placed on the timeline including movie cameras, music, magic mouths and an end game.
End game is useful if you're going to make a level that is a cutscene type level and has no scoreboard

CAMERA TRANSITIONS
When on a sequencer you will not need to input how long the movie camera will be there for you simple extend the movie camera by presing the up button on the right stick. To get transitions to work two movie cameras will need to be overlapped the more they are overlapped the more effective they will be.
Each bar in the timeline only represents about a single second, so overlapping them by one bar or less will not be very effective, so be weary of that. Also bear in mind that there will be no options for camera transitions on a sequencer until two movie cameras are overlapped.

MOVIE CAMERA TRANSITION TYPES
Just some of the main useful ones that I'm familiar with, cut goes directly to the next camera without transition affect, soft pan moves the view slowly to the view of the next camera, this can be really useful to make it look like the camera is actually move but it's just a transition affect. Zoom fade actually zooms in on the area before it fades and obviously fade, fades out.
Not sure on all the others yet there's also a hard pan but I've not noticed much difference between soft pan and hard pan

SPEECH IN SEQUENCER
You do not need to set the magic mouths to movie cameras, if you place a movie camera in the same timeline as a magic mouth then the movie camera will be the view when the magic mouth is activated. If the magic mouth is out of range of the movie camera you will need to set the magic mouth on subtitles, the option is just beneath where you enter the text in tweak mode.
You can also set actor names on the magic mouths and actor names on sackbots, if they match and are in range, if the sackbot is on the screen the speech bubble will still be displayed reguardless of whether it is out of range or not of the movie camera

STARTING SEQUENCER IN PLAY MODES
You can simply attach a button, switch or player sensor to the start playing forward option of the sequencer. Just because there are two inputs at the bottom one for start playing forward and one for reset so be careful not to mix them up.

STARTING SEQUENCER IN CUT SCENE MODE
To my knowledge the only way to get the level to work in cutscene mode is by adding a timer to the level and setting that to the first sequencer of a level, if anyone knows any differently then let me know and I'll update the info

SEQUENCER TO SEQUENCER + MOVIE CAMERA OUTPUT
Always remember to leave a small gap of space at the end of the sequencer or it will keep looping and if you want another sequencer to be activated after the sequencer has finished attaching a wire to the start playing forward on the next sequencer will do the trick, movie cameras are a good one for that.
You can also use movie camera outputs to activate and change sackbot behaviours and anything else that needs changing in the cutscenes

SEQUENCER PLAY ONLY ONCE
Got a player sensor to activate a sequencer and only want it to work once? No problem instead of attaching the switch, player sensor or whatever to the sequencer start playing forward input instead add a counter, set the counter to 1 and connected the player sensor or switch to the counter and then set the counter output to start playing forward of the sequencer.
The sequencer will play only one no matter how many times the player comes into player sensor range or pulls a switch that activates it.

That's all I can think of for now if I find a better way to word it or think of more to add then I'll add it later
Anyone got in questions then please feel free to post
2011-03-06 02:15:00

Author:
Elsa
Posts: 164


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