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#1

tweaking the emitter, follower and look at rotator

Archive: 9 posts


So, I've been working a level that needs quite a few emitters, followers, and a few look at rotators, and I was having quite a bit of trouble with getting some things to work as intended. I did manage to fix the problems, but not as easily as I could have if LBP2 had some additional options for the emitter, look at rotator, and the follower. Here's what I think should be added to these tools:

-Emitter

add an option to 'ignore local space'. What this would do is make the emitter in the same direction no matter what direction the object the emitter is attached to is facing. So, for example, a spinning circle on the floor, which emits flaming basketballs upwards, will always fire out basketballs upwards, even if the direction of the emitter is facing the floor.

-Look at Rotator

allow the Look at Rotator to do something similar to what the follower already does. Allow the Look at Rotator to 'Look Away', which is much like the Follower's 'Flee Rather than Follow' option. This means that an object with a Look at Rotator with the mentioned option will look in the opposite direction that the player or tagged object is facing.

-Follower

similar to movers, followers should have an option to ignore local space.

I think the options would be helpful. What do you guys think?
2011-04-24 21:54:00

Author:
TheLawnStink
Posts: 98


Emitter - isn't ignore parent velocity tweak works this way?
Look at Rotator - It's quite useless, since you can already control "Look at" eyes oirientation by rotating that rotator. If you want to make "Look at" aim in opposite direction, simply place the that rotator in opposite direction then, no body force you to place it in direction of arrow (for example)
Follower - How do you think local space would effect follower when his task it to apply force in direction to the target, whatever his rotation is?
2011-04-24 23:40:00

Author:
Shadowriver
Posts: 3991


I actually didn't know that. This would have saved me time2011-04-25 03:05:00

Author:
TheLawnStink
Posts: 98


Emitter - isn't ignore parent velocity tweak works this way?
Look at Rotator - It's quite useless, since you can already control "Look at" eyes oirientation by rotating that rotator. If you want to make "Look at" aim in opposite direction, simply place the that rotator in opposite direction then, no body force you to place it in direction of arrow (for example)
Follower - How do you think local space would effect follower when his task it to apply force in direction to the target, whatever his rotation is?

Actually an 'Ignore local space' would be useful. I wanted to make a floating checkpoint that follows players left and right but not up and down, and also tilts in the player's direction using gyroscopes so it looks like it's thrusting towards the player. But when it tilted it would started moving down towards the player in line with itself... That's one of the times when this option would come in handy.

And I think ignore linear velocity is just for movement.
2011-04-25 18:58:00

Author:
Denim360
Posts: 482


You can attach a holographic circle with a gyroscope and the follower onto it. Then bolt it to your check point and itvshould work2011-04-25 19:08:00

Author:
Kern
Posts: 5078


Emitter - isn't ignore parent velocity tweak works this way?

That's different, the ignore parent velocity removes the effect of the parent objects' speed affecting the emitted object's speed. What he's asking for could actually be very useful...right now if you want an emitted object to ignore the parents' orientation you have to cheat it with holo AFAIK.
2011-04-25 19:27:00

Author:
Chazprime
Posts: 587


You can attach a holographic circle with a gyroscope and the follower onto it. Then bolt it to your check point and itvshould work

Actually I tried that, but it only made the hologram follow it which caused some breaking glitches and lots of stretching pressure... Like when you attach string from a cieling to a tiny piece of cardboard and then a massive block of metal to the cardboard lol.
2011-04-25 19:52:00

Author:
Denim360
Posts: 482


I just tried it and it worked for me :/2011-04-25 23:26:00

Author:
Kern
Posts: 5078


Actually an 'Ignore local space' would be useful. I wanted to make a floating checkpoint that follows players left and right but not up and down, and also tilts in the player's direction using gyroscopes so it looks like it's thrusting towards the player. But when it tilted it would started moving down towards the player in line with itself... That's one of the times when this option would come in handy.

And I think ignore linear velocity is just for movement.

Well this can be fixed too with hologram, but yea for sake of simplicity it would be good... so you right
2011-04-27 01:43:00

Author:
Shadowriver
Posts: 3991


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