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Movie Camera Transistions Problem

Archive: 11 posts


To provide the necessary details for this scenario:
I have a VERY basic cutscene that I am building. It uses very little memory at this point. I have only 4 scenes that I need to play. I also have a music sequencer built that has a custom song I wrote to go with it. I have put a few microchips on the timeline that trigger a small variety of emitters to go at the right timing.

PROBLEM:
I have placed my 4 cameras and have them set to a timer (which makes them start appropriately when you switch to play mode). Each camera has been set so that the first camera is just a simple "cut", the second camera is set to be a crossfade, the third is a hard pan and the forth is a crossfade.

The once the cameras are triggered to start, the first scene rolls... but when it is supposed to change to camera 2 - there is NO FADE, camera 3 - NO PAN, camera 4 - NO FADE. Each camera behaves exactly as if it was just a basic cut scene.

I have tried setting the cameras up in a blank level and they work just fine. I have tried rebuilding the level twice, from scratch... and the same thing happens.

I DID try putting the cameras on the sequencer timeline, but that takes away the ability to do panning and fading (as far as I can tell).

This really feels like there is something obviously wrong with the game itself, but I'm wondering if anyone knows of anything that I might be doing that is "breaking" the camera transistions.

I tried putting a battery on the timeline to trigger the cameras. I tried putting the cameras on the timeline (oops, no transition effects available). I finally even tried removing the battery and hooking the cameras to a switch outside of the sequencer and stepping on it to see if it helped. It did NOT help. Even in create mode, when I press the switch, the cameras all act like they are just cut camera transistions. I have set the level to "Cut-Scene" as well as cooperative... neither worked. It's very frustrating.

HELP ME!!! PLEASE!!! I cannot pay you, but I wish I could.
2011-03-16 03:49:00

Author:
StubbornPuppet
Posts: 4


Are your cameras connected to each other or to the timers? Are the transistion times set, and the hold times? Sorry if you did that, but if you have set any to infinate hold time, it will not transistion, but if it is cutting it sounds like your timer may be looping? You should be able to avoid using a timer, and just have a switch set to on or an inverted trigger switch.

But basically two questions...
How are your cameras linked?
What timer settings are on them?
2011-03-16 04:55:00

Author:
celsus
Posts: 822


Those are all good, relevant questions, celsus.

Yes, my hold times and transistion times are set (the cameras DO switch, it is just the transition effects that get skipped).
The camera's are currently attached to batteries set on the timeline. However, just connecting them to a switch outside the timeline proved to have the exact same problem.
The cameras are linked to one another and the first camera is connected to the battery on the timeline or the switch.
They aren't looping, once their time is up, the scene switches back to the player.

I have heard it said that many people could not get movie cameras to work right at all unless they set their level as a "Co-op" instead of "Cutscene". Not only did that not seem to help me, but I want the level to be properly recognized.

Thanks for replying.
2011-03-16 17:27:00

Author:
StubbornPuppet
Posts: 4


I had the vrs thing stick on my level once for a while...and I don't remember if I had to delete it to republish it. If you want I could capture a movie camera set I have in a level and place it in a bubble at the start of another level and you could see if a fresh movie camera set would fix the glitch. I don't remember if batteries ever worked for my cameras, I may have just had them active via an inverted tag switch. But the set I have does have a cut scene and a fade.2011-03-16 17:42:00

Author:
celsus
Posts: 822


Try this on for size. Place your movie cameras on the sequencer. you say this eliminates the ability to use any kind of transition but it really doesn't. this is how you do it. I'm not sure how much you know already so I will make this sound pretty laymen. each stripe on the sequencer has a set time period, which is editable by you the player under the sequencer options. place your movie camera (make sure that it is infact a movie camera, and not a game camera.) on the sequencer. while it's still selected, push up on the right stick and the hold time will increase...down and it will decreace. place another movie camera under the first camera. how ever much the two cameras over lap is how long it will take to transition from the first to the second. and keep up this pattern you may also place the second or third ontop instead of under. if you go into the options of the movie cams you may also setup whats called a keyframe transition. if you set this up it will transition from your first cam, to the keyframe, then to the second. keep in mind that you can place quite a few keyframe cams too. so it doesn't have to go directly to the secondary cam. experiment and have fun.2011-03-16 20:32:00

Author:
Unknown User


I DID try putting the cameras on the sequencer timeline, but that takes away the ability to do panning and fading (as far as I can tell).

Cameras behave differently when on a Sequencer - the extent by which the cameras overlap each other in the x-axis determine the length of the transition time.
2011-03-16 21:00:00

Author:
Aya042
Posts: 2870


Thanks folks, I'll try the overlapping cameras on the music sequencer.
I have kinda tried that before, but A: The options for selecting any kind of "Input Transition" are greyed out on the camera and B: the scenes still didn't fade or pan to begin with... so maybe it wasn't working BECAUSE they were already broken.

I did try making a whole new set of cameras in a blank level and saving them as an object. Then I deleted the cameras in my cut-scene level and ordered up the saved group. Same exact problem.

I can see that how the overlapping on a sequencer would cause a crossfade effect naturally... but I'm way lost as to how they would actually do a PAN movement when I don't seem to have control over the option to set the different transition styles.

I'll experiment and report back in a day.

ANOTHER POINT OF INTEREST: I remembered that when I first started working with my scene, the same camera in the popit menu was called "Cut-Scene Camera". I was so stumped by my problem that I decided to watch the in-game tutorial for it again (yes, I played ALL of the tutorials one at a time) in case I was just plain dumb. I noticed that when I came back to create mode that the exact same camera that was previously called "Cut-Scene Camera" was NOW called "Movie Camera" I SWEAR I'M NOT MAKING THAT UP.
2011-03-17 02:43:00

Author:
StubbornPuppet
Posts: 4


Thanks folks, I'll try the overlapping cameras on the music sequencer.

Ah. May not work on the Music Sequencer - I was referring to the other Sequencer.
2011-03-17 13:29:00

Author:
Aya042
Posts: 2870


I got to mess with this more over the weekend.

I did get both PAN and CROSSFADE to work with the overlapped cameras (although that might be a little misleading as it is just that they are on different tracks, but the first camera ends after the second camera begins and so on...), but then the CROSSFADE broke again. So, I switched to using a regular FADE and that worked... for a while. Then, the regular fade started cutting the audio off for a second... even when I had the option to FADE AUDIO turned OFF. Soo, I tried and tried to fix it with no luck. I tried both on a music sequencer and an event sequencer and it was exactly the same. The PAN effect works, but the CROSSFADE just immediately cuts to the scene and looks terrible because a bunch of objects and stickers take almost 2 seconds to draw in.

I eventually DID get both a crossfade and a pan to work on the timeline, but I was forced to set the level to be a COOPERATIVE level rather than a CUT-SCENE level. BOOOOO!

I guess, until MM fixes the bugs, I'll just have to build somekind of a visual cover and trap the players so the cameras can take over the level and have something that throws in an automatic level link to the playable part (which is too big to include this opening sequence as a part of).

Oh well, thanks again for all the attempts to help. Progress has been made for now.
2011-03-21 14:57:00

Author:
StubbornPuppet
Posts: 4


How full is your level thermowise... I think I never asked that. Also on rebuilding are you rebuilding in the same level, or a new clean level? MonarioBabii hit a glitch that at about a minute or so the sequencers all fail...it was actually quite wild ot see....every single sequencer all stop at the exact same moment. I have had many full thermo logic issues. I could send you a movie camera sequence I may still have in my saved items. You have to let it emit from the check point to get it to appear...it is in the chip. I have yet to send an object via email...I will see if I can give it a try.

...btw what is your psn...don't see a link to your levels or such.
2011-03-21 17:36:00

Author:
celsus
Posts: 822


MonarioBabii hit a glitch that at about a minute or so the sequencers all fail...it was actually quite wild ot see....every single sequencer all stop at the exact same moment.

umm...I don't believe that for one minute. I have two sequencers in my level working side by side that are both well over a minute in length. I would say at least two minutes and they are working just fine.
2011-03-21 18:07:00

Author:
Unknown User


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