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Moving Parts Help

Archive: 5 posts


You know those awesome bosses that have parts that open up to use certain attacks? Well I'm trying to make one of those for a level. I've already made some stuff that uses moving parts, such as the ship you fly in that level. As of now, I've used mostly pistons to make it possible, and while they are the best method I've found, they just don't seem to like me. For example, when making a part that's supposed to pop out, I use a piston to push it out. However, if it's a small part, the piston won't attach to its surface and if I turn off the grid snap off, it won't be straight. Also, if the piston and the part are one small grid square apart, the piston does wierd things such as moving up instead of foreward. Also, the pistons have a tendancy to jam and they tend to fly apart when the object they're on moves. There has to be an easier way to do this!2011-03-28 03:22:00

Author:
Joey9898
Posts: 131


One way I've gotten around the glitchy pistons is that I start creating the mechanisms at an increased size then shrink them down. This could also help you add some more detail or curvature to your moving parts as well. However, if you make moving parts that are supposed to fit together perfectly, I suggest making proportionally-accurate pieces by using the grid, so when you shrink your pieces they can still fit together. Proportionally-accurate doesn't mean a perfect square, just a neat ratio of height to width (such as 1:1, 1:2, 2:3, etc), so that all the pieces can be shrunk down evenly. Unfortunately, pistons aren't always as strong as you want them to be, so you might have to use multiple pistons, where my oversized-shrink strategy really helps with putting several pistons near each other (I suggest wiring them before shrinking them down though) and not only will they remain straight, they also seem to do better when in close spaces (at least until they reach 0 length).2011-03-28 05:04:00

Author:
Shuriken_Star
Posts: 114


You don't have to stick pieces into the place they are supposed to go when attaching the pistons. I.e.: a part moves slightly upwards; position it way way up (make sure horizontally it is correct), have grid on, then attach the piston. You cab then move the part into place (grid on!) and set the right piston values. Also, you can use L1 during piston placement to hide objects that are in the way and which the piston tends to snap to.

It is good to have the moving part stabilized in some type of 'shaft'. If it is free floating with only the piston connected it sometimes fails when one of the objects moves (also depending on object size and material). Multiple (invisible) pistons counter this only a bit.

If a part has trouble moving through its shaft, you can make it slightly smaller (no grid, scale down a tick) or put a material tweaker on it set to 0% friction.
2011-03-28 08:25:00

Author:
Antikris
Posts: 1340


Almost everything that can be done with pistons can be done with followers. You need an invisible holo background glued to your boss, then position tags at the "in" and "out" positions of your piston. Now place a follower with max acceleration on the part you want to move out, (if your boss is rotating you'll need a look at rotator and matching tag on your boss to keep it aligned correctly) and simply turn the "in" and "out" tags on and off to move it in or out.

For visual effect attach a non-stiff, zero strength piston to your object to make it look as though the piston is driving it. Make sure to set the minimum length and maximum length as these still come into effect.
2011-03-28 12:14:00

Author:
thor
Posts: 388


If you are going to try building it big and then shrinking it down, you could have issues with some small objects losing vertices. You could use the method in this post by Aya042 (https://lbpcentral.lbp-hub.com/index.php?t=50759-Tiny-visible-digital-numbers-in-create-mode&p=789823&viewfull=1#post789823) to fix that.2011-03-28 12:56:00

Author:
riverad08
Posts: 104


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