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#1

Distributing holograms evenly between point A and B

Archive: 16 posts


I have points A and B. B moves around, A is stationary. I have five holograms that I want to align on the direct path between A and B distributed evenly along the length of the path. How best to achieve this?

I have a relatively decent solution with followers, look at rotators and attaching the holograms to each other with springs. But it's not 100% accurate and feels kind of gimmicky. Is there a way to achieve this via signal processing and tags?
2011-04-06 18:13:00

Author:
Linque
Posts: 607


By moves around do you mean it increases its distance from A, rotates around A, or both?

If it simply rotates around while keeping the same distance draw a line from A to B using invisible holo and attach it to them both. Then attach your 5 pieces of holo evenly in-between A and B and have them turn on in a sequence by using timers or an actual sequencer.

If the distance between A and B varies then use an emitter and timers. Have an invisible bit of holo and attach an emitter to it set at point A. When ready to draw the line have the holo home in on B then have the emitter emit your 5 pieces. You can determine the speed at which your emitter should be emitting by analysing the distance between A and B.
2011-04-06 19:01:00

Author:
Xaif
Posts: 365


Xaif, it both rotates around and changes distance. It also needs to be dynamic and update in real time. The emitter idea is good but it would probably take too long a time to emit the holograms to have the effect I want.

Here's the setting:


____________________
| |
|A A|
| |
| |
| |-------B------| |
|____________________|


And I want to emit a lightning bolt between points A and B. To generate the effect that I want I need emitters at set intervals between A and B to emit my lightning effects.
2011-04-06 21:16:00

Author:
Linque
Posts: 607


Try using pairs of followers - behaviour set to Strength Scale. Follows A only. Follower for A at 3/4 strength and follower for B at 1/4 strength. Follower for A at 1/2 strength and follower for B at 1/2 strength. Follower for A at 1/4 strength and follower for B at 3/4 strength. Follows B only.I'm not sure this works that well - at the moment I'm thinking the stronger follower would override the weaker one - maybe you can do something with tag sensors set to output an analog signal based on tag closeness, which when set up in different ratios selects a follower to maintain that piece at its designated ratio between the points ... OK I'm rambling. Good luck with this 2011-04-06 23:44:00

Author:
Holguin86
Posts: 875


Very intriguing problem. A digital based solution could work if the distance of all nodes and B were set mathematically. It would be akin to having a series of pistons of different max distances and then using a master switch to set their length, a function of time on. Pistons would be undesirable in a rotating situation like this though... centrifugal force likes to stretch and destroy them.

Instead, it sounds like you're trying to subdivide an arbitrary distance set by B. I don't have a digital solution for you, but you might be able to get the effect you're looking for by pitting followers against each other. Back in the days of LBP1 I played with gyros that worked on a sliding strength scale. You might be able to do that here.

Essentially I'm suggesting you build your intermediate nodes with followers at either end that are trying to follow the next and previous nodes in the link. Two followers on the same piece of hard connected material may work if you tweak their relative strengths to be a function of distance... the closer one is to a node, the weaker it becomes (causing more pulling force on the other end). If that doesn't work (and it's a long shot), you may be able to put a follower on each end of the node, but separate the ends by a soft connection (i.e. bolt) so that one follower does not override the other. Another long shot, but hey, it's worth a try.


Try using pairs of followers - behaviour set to Strength Scale. Follows A only. Follower for A at 3/4 strength and follower for B at 1/4 strength. Follower for A at 1/2 strength and follower for B at 1/2 strength. Follower for A at 1/4 strength and follower for B at 3/4 strength. Follows B only.I'm not sure this works that well - at the moment I'm thinking the stronger follower would override the weaker one - maybe you can do something with tag sensors set to output an analog signal based on tag closeness, which when set up in different ratios selects a follower to maintain that piece at its designated ratio between the points ... OK I'm rambling. Good luck with this

A stronger follower always overrides a weaker one. But yeah, the tag closeness thing - this is what I was getting at myself
2011-04-06 23:53:00

Author:
Thegide
Posts: 1465


I've been thinking about the tag closeness setting, but since I can't know what the absolute distance between A and B is, I have to work with relative values.

So here's the setting I figure could theoretically work. For this example I have three holograms plus points A and B:

A has tag A
Holo 1 tag 1
Holo 2 tag 2
Holo 3 tag 3
B tag B

Holo 1 has tag sensor A and tag sensor 2. Both tag sensors have identical range. If tag sensor A has greater closeness value than sensor 2, activate follower 2. Otherwise activate follower A.

Repeat the above for holo 2 (with sensors 1 and 3) and holo 3 (sensors 2 and B).

Iteratively they should now find a point where all holograms are equally far away from both tags. They should also in theory find the axis between A and B. But in practice, I'm not sure if they would find this or start acting irrationally.
2011-04-07 00:25:00

Author:
Linque
Posts: 607


If you're just looking to create a fancy effect between two points then it'd be easiest to just use pistons between each piece of holo. They'll scale equally and should move along a linear axis.2011-04-07 01:14:00

Author:
Ayneh
Posts: 2454


If you're just looking to create a fancy effect between two points then it'd be easiest to just use pistons between each piece of holo. They'll scale equally and should move along a linear axis.



Seems with all the new tools in LBP2, everyone seems to have forgotten about the original LBP1 tools.

Not sure if this would work in practise, but I would've thought putting a stiff spring between each piece of hologram, as long as each spring is tweaked with identical settings, would ensure the pieces remain equidistant at all times.
2011-04-07 10:53:00

Author:
Aya042
Posts: 2870




Seems with all the new tools in LBP2, everyone seems to have forgotten about the original LBP1 tools.

Not sure if this would work in practise, but I would've thought putting a stiff spring between each piece of hologram, as long as each spring is tweaked with identical settings, would ensure the pieces remain equidistant at all times.

I presume this is what the author has already done, according to the first post?

But yes, I agree that sometimes the LBP1 tools are really the right tool for the job. Why overcomplicate things if they don't need to be.

The only thing I worry about with some of the LBP1 connectors is their tendency to glitch out, particularly pistons, when rotating.
2011-04-07 12:49:00

Author:
Thegide
Posts: 1465


Yes I already have the spring system in action. 2011-04-07 13:09:00

Author:
Linque
Posts: 607


I presume this is what the author has already done, according to the first post?

D'oh. Serves me right for not reading the OP.

I just tested out springs and they're too... well... springy to work in isolation.

Perhaps a feedback-based solution like the one in this post (https://lbpcentral.lbp-hub.com/index.php?t=52710-need-a-solution-for-analouge-movement-of-geometry&p=803614&viewfull=1#post803614) would work, which allows you to control the absolute position of an object very precisely.

The complexity would depend on the constraints of the movement of point B, but even if it needs to be able to move arbitrarily in the X and Y axes, it still ought to be possible to make something which works quite fluidly.

It might help to elaborate on the application, or at least whether the system needs to work in two dimensions, and/or whether the pieces of hologram are required to rotate as well as move.
2011-04-07 15:25:00

Author:
Aya042
Posts: 2870


Here's the application:



____________________
| |
|A A|
| |
| |
| |-------B------| |
|____________________|


The A's are two lightning domes. B is the player moving left and right. I want to be able to form a cool lightning effect between the domes and the player when lightning strikes. My idea is to have a couple of emitters always between the player and the lightning dome, which will each emit a piece of the lightning effect. I do not want the lightning to move from A to B, I want it to flash instantly.
2011-04-07 16:57:00

Author:
Linque
Posts: 607


The A's are two lightning domes. B is the player moving left and right. I want to be able to form a cool lightning effect between the domes and the player when lightning strikes. My idea is to have a couple of emitters always between the player and the lightning dome, which will each emit a piece of the lightning effect. I do not want the lightning to move from A to B, I want it to flash instantly.

Presumably, then, your pieces of lightning need to be emitted with the appropriate rotational orientation in order to align correctly, although I'm not quite sure how you plan to account for the varying gap size between the pieces.

I'm also assuming it's possible to track the player somehow, either because they play as a sackbot, or you limit the level to a single player to allow player sensors to work correctly.

Anyways - the problem is simplified if point B can only move in the X axis, then the moving parts don't need to move in the Y axis... or does the system have to be able to react to the player jumping, or otherwise moving in the Y axis?
2011-04-07 17:10:00

Author:
Aya042
Posts: 2870


What if you emit invisible holo first moving from A to B and when it collides with B all the pieces will emitted emit the effect and destroy themselves? That way it will work but you have to take it account when timing the effect.2011-04-07 18:22:00

Author:
waD_Delma
Posts: 282


Oh right, that's true Aya! The holograms don't have to move along the Y axis, only along the X axis and rotate towards the point B. That made me figure out what could be a solution to this problem now:




____________________
| |
|A A|
| |
| D D D D D D |
| | | | | | | |
| |C-C-C-B-C-C-C| |
|____________________|


The C:s are tags. B has a tag sensor that counts how many tags are to its left and how many to its right. Depending on this result, the holograms (D) aligned with each individual tag (C) adjust to the correct height so that they're properly aligned along the axis between A and B. So each side (Left A to B and Right A to B) has a different amount of lightning holograms (D) assigned to creating the lightning effect of that side. This solves both the hologram alignment problem and the varying distance from A to B. The more hologram/tag combinations I create the more accurate the result.
2011-04-09 23:23:00

Author:
Linque
Posts: 607


nevermind....later posts showed my idea to be unusable2011-04-10 06:35:00

Author:
tdarb
Posts: 689


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